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openmw/files/shaders/nv_default_vertex.glsl

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#version @GLSLVersion
#include "multiview_vertex.glsl"
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#if @useUBO
#extension GL_ARB_uniform_buffer_object : require
#endif
#if @useGPUShader4
#extension GL_EXT_gpu_shader4: require
#endif
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#include "openmw_vertex.h.glsl"
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#if @diffuseMap
varying vec2 diffuseMapUV;
#endif
#if @emissiveMap
varying vec2 emissiveMapUV;
#endif
#if @normalMap
varying vec2 normalMapUV;
varying vec4 passTangent;
#endif
varying float euclideanDepth;
varying float linearDepth;
varying vec3 passViewPos;
varying vec3 passNormal;
#define PER_PIXEL_LIGHTING 1
#include "vertexcolors.glsl"
#include "shadows_vertex.glsl"
#include "lighting.glsl"
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#include "depth.glsl"
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void main(void)
{
gl_Position = mw_modelToClip(gl_Vertex);
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vec4 viewPos = mw_modelToView(gl_Vertex);
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gl_ClipVertex = viewPos;
euclideanDepth = length(viewPos.xyz);
linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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#if @diffuseMap
diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
#endif
#if @emissiveMap
emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
#endif
#if @normalMap
normalMapUV = (gl_TextureMatrix[@normalMapUV] * gl_MultiTexCoord@normalMapUV).xy;
passTangent = gl_MultiTexCoord7.xyzw;
#endif
passColor = gl_Color;
passViewPos = viewPos.xyz;
passNormal = gl_Normal.xyz;
#if @shadows_enabled
vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
setupShadowCoords(viewPos, viewNormal);
#endif
}