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