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OpenMW/files/shaders/water_vertex.glsl
Andreas Stöckel fbc7cf5e65 Fix #6386
Use `gl_FragCoords` instead passing the normalised screen-space coordinates
to the fragment shader in a numerically unstable way.
2021-11-09 23:25:06 -05:00

22 lines
461 B
GLSL

#version 120
uniform mat4 projectionMatrix;
varying vec4 position;
varying float linearDepth;
#include "shadows_vertex.glsl"
#include "depth.glsl"
void main(void)
{
gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
position = gl_Vertex;
vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
setupShadowCoords(viewPos, normalize((gl_NormalMatrix * gl_Normal).xyz));
}