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#version 120
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#include "lib/core/vertex.h.glsl"
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#include "lib/sky/passes.glsl"
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uniform int pass;
varying vec4 passColor;
varying vec2 diffuseMapUV;
void main()
{
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gl_Position = modelToClip(gl_Vertex);
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passColor = gl_Color;
if (pass == PASS_CLOUDS)
diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
else
diffuseMapUV = gl_MultiTexCoord0.xy;
}