#version 120 #include "openmw_vertex.h.glsl" varying vec4 position; varying float linearDepth; #include "shadows_vertex.glsl" #include "depth.glsl" void main(void) { gl_Position = mw_modelToClip(gl_Vertex); position = gl_Vertex; vec4 viewPos = mw_modelToView(gl_Vertex); linearDepth = getLinearDepth(gl_Position.z, viewPos.z); setupShadowCoords(viewPos, normalize((gl_NormalMatrix * gl_Normal).xyz)); }