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			21 lines
		
	
	
	
		
			423 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
	
		
			423 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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uniform mat4 projectionMatrix;
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varying vec2 diffuseMapUV;
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varying float alphaPassthrough;
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#include "openmw_vertex.h.glsl"
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#include "vertexcolors.glsl"
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void main()
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{
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    gl_Position = mw_modelToClip(gl_Vertex);
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    if (colorMode == 2)
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        alphaPassthrough = gl_Color.a;
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    else
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        alphaPassthrough = gl_FrontMaterial.diffuse.a;
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    diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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}
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