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21 lines
409 B
GLSL
21 lines
409 B
GLSL
#version 120
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#include "skypasses.glsl"
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uniform mat4 projectionMatrix;
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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 = projectionMatrix * (gl_ModelViewMatrix * 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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