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			20 lines
		
	
	
	
		
			409 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			20 lines
		
	
	
	
		
			409 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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#include "skypasses.glsl"
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uniform mat4 projectionMatrix;
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uniform int pass;
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varying vec4 passColor;
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varying vec2 diffuseMapUV;
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void main()
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{
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    gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
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    passColor = gl_Color;
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    if (pass == PASS_CLOUDS)
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        diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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    else
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        diffuseMapUV = gl_MultiTexCoord0.xy;
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}
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