76 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat3 NormalMatrix;
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#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
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#if defined(USE_FLAT_NORMAL)
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varying vec3 eyespace_vert_pos;
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#else
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varying vec3 varying_normal;
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#endif
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#ifndef USE_SOLID_LIGHTING
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varying vec3 varying_position;
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#endif
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#endif
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#ifdef USE_COLOR
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#ifdef DRAW_LINE
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varying vec4 varying_vertex_color_line;
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#else
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varying vec4 varying_vertex_color;
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#endif
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#endif
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#ifdef USE_TEXTURE
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varying vec2 varying_texture_coord;
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#endif
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#ifdef CLIP_WORKAROUND
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varying float gl_ClipDistance[6];
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#endif
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void main()
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{
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	vec4 co = ModelViewMatrix * gl_Vertex;
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#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
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#if !defined(USE_FLAT_NORMAL)
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	varying_normal = normalize(NormalMatrix * gl_Normal);
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#endif
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#if defined(USE_FLAT_NORMAL)
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	/* transform vertex into eyespace */
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	eyespace_vert_pos = (ModelViewMatrix * gl_Vertex).xyz;
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#endif
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#ifndef USE_SOLID_LIGHTING
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	varying_position = co.xyz;
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#endif
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#endif
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	gl_Position = ProjectionMatrix * co;
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#ifdef CLIP_WORKAROUND
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	int i;
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	for (i = 0; i < 6; i++)
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		gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]);
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#elif !defined(GPU_ATI)
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	// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA
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	// graphic cards, while on ATI it can cause a software fallback.
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	gl_ClipVertex = co;
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#endif
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#ifdef USE_COLOR
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#ifdef DRAW_LINE
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	varying_vertex_color_line = gl_Color;
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#else
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	varying_vertex_color = gl_Color;
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#endif
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#endif
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#ifdef USE_TEXTURE
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	varying_texture_coord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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#endif
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}
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