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28 lines
901 B
GLSL
28 lines
901 B
GLSL
#version 120
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varying vec2 diffuseMapUV;
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varying float alphaPassthrough;
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uniform int colorMode;
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uniform bool useDiffuseMapForShadowAlpha = true;
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uniform bool alphaTestShadows = true;
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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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vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
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gl_ClipVertex = viewPos;
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if (useDiffuseMapForShadowAlpha)
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diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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else
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diffuseMapUV = vec2(0.0); // Avoid undefined behaviour if running on hardware predating the concept of dynamically uniform expressions
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if (colorMode == 2)
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alphaPassthrough = gl_Color.a;
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else
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// This is uniform, so if it's too low, we might be able to put the position/clip vertex outside the view frustum and skip the fragment shader and rasteriser
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alphaPassthrough = gl_FrontMaterial.diffuse.a;
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}
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