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openmw/files/shaders/water_vertex.glsl

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#version 120
uniform mat4 projectionMatrix;
varying vec3 screenCoordsPassthrough;
varying vec4 position;
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varying float linearDepth;
#include "shadows_vertex.glsl"
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#include "depth.glsl"
void main(void)
{
gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
0.0, -0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
vec4 texcoordProj = ((scalemat) * ( gl_Position));
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screenCoordsPassthrough = texcoordProj.xyw;
position = gl_Vertex;
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vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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setupShadowCoords(viewPos, normalize((gl_NormalMatrix * gl_Normal).xyz));
}