2013-06-23 09:13:01 +00:00
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#ifndef NO_FOG
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varying vec4 pixelpos;
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attribute vec4 fogparams;
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varying vec4 fogparm;
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#endif
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#ifndef NO_GLOW
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varying vec2 glowdist;
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2014-05-10 15:09:43 +00:00
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uniform vec4 glowbottomplane, glowtopplane;
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2013-06-23 09:13:01 +00:00
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#endif
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#ifdef SOFTLIGHT
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attribute float lightlevel_in;
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varying float lightlevel;
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#endif
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void main()
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{
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#ifdef SOFTLIGHT
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lightlevel = lightlevel_in;
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#endif
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#ifndef NO_SM4
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// Yes, I know... But using a texture matrix here saves me from the hassle of tracking its state across shaders. ;)
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vec4 worldcoord = gl_TextureMatrix[7] * gl_Vertex;
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#else
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vec4 worldcoord = gl_Vertex;
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#endif
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vec4 eyeCoordPos = gl_ModelViewMatrix * worldcoord;
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gl_FrontColor = gl_Color;
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#ifndef NO_FOG
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pixelpos.xyz = worldcoord.xyz;
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pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w;
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fogparm = fogparams;
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#endif
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#ifndef NO_GLOW
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2014-05-10 15:09:43 +00:00
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glowdist.x = -((glowtopplane.w + glowtopplane.x * worldcoord.x + glowtopplane.y * worldcoord.z) * glowtopplane.z) - worldcoord.y;
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glowdist.y = worldcoord.y + ((glowbottomplane.w + glowbottomplane.x * worldcoord.x + glowbottomplane.y * worldcoord.z) * glowbottomplane.z);
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2013-06-23 09:13:01 +00:00
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#endif
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#ifdef SPHEREMAP
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vec3 u = normalize(eyeCoordPos.xyz);
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vec3 n = normalize(gl_NormalMatrix * gl_Normal);
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vec3 r = reflect(u, n);
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float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
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vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5);
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#endif
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#ifndef SPHEREMAP_0
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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#else
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gl_TexCoord[0].xy = sst;
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#endif
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#ifndef NO_SM4
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gl_Position = gl_ModelViewProjectionMatrix * worldcoord;
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#else
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gl_Position = ftransform();
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#endif
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#ifdef __GLSL_CG_DATA_TYPES
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gl_ClipVertex = eyeCoordPos;
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#endif
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}
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