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