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38 lines
826 B
GLSL
38 lines
826 B
GLSL
#version 120
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#include "openmw_vertex.h.glsl"
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#include "openmw_vertex.h.glsl"
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#include "skypasses.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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mat4 selectModelViewMatrix()
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{
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#if @useOVR_multiview
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mat4 viewOffsetMatrix = mw_viewMatrix();
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// Sky geometries aren't actually all that distant. So delete view translation to keep them looking distant.
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viewOffsetMatrix[3][0] = 0;
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viewOffsetMatrix[3][1] = 0;
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viewOffsetMatrix[3][2] = 0;
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return viewOffsetMatrix;
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#else
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return gl_ModelViewMatrix;
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#endif
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}
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void main()
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{
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gl_Position = mw_viewToClip(selectModelViewMatrix() * 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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