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23 lines
463 B
GLSL
23 lines
463 B
GLSL
#version 120
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varying vec2 diffuseMapUV;
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varying float alphaPassthrough;
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#include "lib/core/vertex.h.glsl"
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#include "vertexcolors.glsl"
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void main()
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{
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gl_Position = modelToClip(gl_Vertex);
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vec4 viewPos = modelToView(gl_Vertex);
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gl_ClipVertex = viewPos;
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if (colorMode == 2)
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alphaPassthrough = gl_Color.a;
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else
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alphaPassthrough = gl_FrontMaterial.diffuse.a;
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diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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}
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