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22 lines
389 B
GLSL
22 lines
389 B
GLSL
#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;
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varying vec4 passColor;
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varying vec2 diffuseMapUV;
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void main()
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{
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gl_Position = modelToClip(gl_Vertex);
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passColor = gl_Color;
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if (pass == PASS_CLOUDS)
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diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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else
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diffuseMapUV = gl_MultiTexCoord0.xy;
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}
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