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			26 lines
		
	
	
	
		
			718 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			26 lines
		
	
	
	
		
			718 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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varying vec3  screenCoordsPassthrough;
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varying vec4  position;
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varying float  depthPassthrough;
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#include "shadows_vertex.glsl"
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void main(void)
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{
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    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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    mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
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                         0.0, -0.5, 0.0, 0.0,
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                         0.0, 0.0, 0.5, 0.0,
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                         0.5, 0.5, 0.5, 1.0);
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    vec4 texcoordProj = ((scalemat) * ( gl_Position));
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    screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
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    position = gl_Vertex;
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    depthPassthrough = gl_Position.z;
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    setupShadowCoords(gl_ModelViewMatrix * gl_Vertex, normalize((gl_NormalMatrix * gl_Normal).xyz));
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}
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