#version 330 out vec4 v_color; out float v_distance; out vec4 v_texCoord; out vec4 v_detailCoord; out vec4 v_glowCoord; out float v_fogCoord; uniform float u_usePalette; uniform mat4 u_rotMatrix; uniform mat4 u_modelMatrix; uniform mat4 u_projectionMatrix; uniform mat4 u_detailMatrix; uniform mat4 u_glowMatrix; uniform mat4 u_textureMatrix; in vec4 i_vertPos; in vec4 i_texCoord; in vec4 i_color; const float c_zero = 0.0; const float c_one = 1.0; void main() { vec4 vertex = u_rotMatrix * i_vertPos; vec4 eyeCoordPosition = u_modelMatrix * vertex; gl_Position = u_projectionMatrix * eyeCoordPosition; eyeCoordPosition.xyz /= eyeCoordPosition.w; v_texCoord = u_textureMatrix * i_texCoord; v_detailCoord = u_detailMatrix * i_texCoord; v_glowCoord = u_glowMatrix * i_texCoord; v_fogCoord = abs(eyeCoordPosition.z); v_color = i_color; v_distance = i_vertPos.z; }