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- shaders for last commit.
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09f54b0940
commit
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2 changed files with 12 additions and 10 deletions
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@ -50,16 +50,18 @@ void main()
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gl_Position = ProjectionMatrix * eyeCoordPos;
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#if defined __GLSL_CG_DATA_TYPES && defined GLSL12_COMPATIBILE
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gl_ClipVertex = eyeCoordPos;
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#endif
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// clip planes used for reflective flats
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if (uClipHeightBottom > -65536.0)
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if (uClipHeightDirection != 0.0)
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{
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gl_ClipDistance[0] = worldcoord.y - uClipHeightBottom;
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}
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else if (uClipHeightTop < 65536.0)
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{
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gl_ClipDistance[0] = uClipHeightTop - worldcoord.y;
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gl_ClipDistance[0] = (worldcoord.y - uClipHeight) * uClipHeightDirection;
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}
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// clip planes used for translucency splitting
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gl_ClipDistance[1] = worldcoord.y - uClipSplit.x;
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gl_ClipDistance[2] = uClipSplit.y - worldcoord.y;
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@ -6,7 +6,7 @@ precision highp float;
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uniform vec4 uCameraPos;
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uniform int uTextureMode;
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uniform float uClipHeightTop, uClipHeightBottom;
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uniform float uClipHeight, uClipHeightDirection;
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uniform vec2 uClipSplit;
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uniform float uAlphaThreshold;
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