//!!permu FRAMEBLEND //!!permu SKELETAL #include "sys/defs.h" //standard shader used for drawing shadowmap depth. //also used for masking off portals and other things that want depth and no colour. //must support skeletal and 2-way vertex blending or Bad Things Will Happen. //the vertex shader is responsible for calculating lighting values. #ifdef VERTEX_SHADER #include "sys/skeletal.h" void main () { gl_Position = skeletaltransform(); } #endif #ifdef FRAGMENT_SHADER void main () { //must always draw something, supposedly. It might as well be black. gl_FragColor = vec4(0, 0, 0, 1); } #endif