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22 lines
423 B
GLSL
22 lines
423 B
GLSL
#version 120
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uniform mat4 projectionMatrix;
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varying vec2 diffuseMapUV;
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varying float alphaPassthrough;
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#include "openmw_vertex.h.glsl"
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#include "vertexcolors.glsl"
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void main()
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{
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gl_Position = mw_modelToClip(gl_Vertex);
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if (colorMode == 2)
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alphaPassthrough = gl_Color.a;
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else
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alphaPassthrough = gl_FrontMaterial.diffuse.a;
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diffuseMapUV = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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}
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