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#version 120
varying vec3 screenCoordsPassthrough;
varying vec4 position;
varying float depthPassthrough;
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#define SHADOWS @shadows_enabled
#if SHADOWS
@shadow_texture_unit_declarations
@shadow_space_coordinate_declarations
#endif // SHADOWS
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void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * 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));
screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
position = gl_Vertex;
depthPassthrough = gl_Position.z;
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#if SHADOWS
vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat;
@shadow_space_coordinate_calculations
#endif // SHADOWS
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}