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openmw/files/shaders/blended_depth_postpass_vert...

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423 B
GLSL

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