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38 lines
728 B
GLSL
38 lines
728 B
GLSL
#version 100
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/* Attributes */
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attribute vec3 inVertexPosition;
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attribute vec3 inVertexNormal;
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attribute vec4 inVertexColor;
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attribute vec2 inTexCoord0;
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/* Uniforms */
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uniform mat4 uWVPMatrix;
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uniform mat4 uWVMatrix;
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uniform mat4 uTMatrix0;
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uniform float uThickness;
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/* Varyings */
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varying vec2 vTextureCoord0;
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varying vec4 vVertexColor;
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varying float vFogCoord;
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void main()
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{
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gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
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gl_PointSize = uThickness;
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vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
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vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
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vVertexColor = inVertexColor.bgra;
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vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
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vFogCoord = length(Position);
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}
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