#version 120 #include "lib/core/vertex.h.glsl" varying vec4 position; varying float linearDepth; #include "shadows_vertex.glsl" #include "lib/view/depth.glsl" uniform vec3 nodePosition; uniform vec3 playerPos; varying vec3 worldPos; varying vec2 rippleMapUV; void main(void) { gl_Position = modelToClip(gl_Vertex); position = gl_Vertex; worldPos = position.xyz + nodePosition.xyz; rippleMapUV = (worldPos.xy - playerPos.xy + (@rippleMapSize * @rippleMapWorldScale / 2.0)) / @rippleMapSize / @rippleMapWorldScale; vec4 viewPos = modelToView(gl_Vertex); linearDepth = getLinearDepth(gl_Position.z, viewPos.z); setupShadowCoords(viewPos, normalize((gl_NormalMatrix * gl_Normal).xyz)); }