2019-07-12 08:44:36 +00:00
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#version 110
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varying vec4 v_color;
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varying float v_distance;
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uniform float u_usePalette;
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uniform mat4 u_rotMatrix;
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const float c_zero = 0.0;
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const float c_one = 1.0;
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void main()
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{
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vec4 vertex = u_rotMatrix * gl_Vertex;
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vec4 eyeCoordPosition = gl_ModelViewMatrix * vertex;
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gl_Position = gl_ModelViewProjectionMatrix * vertex;
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eyeCoordPosition.xyz /= eyeCoordPosition.w;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[0] = mix(gl_TexCoord[0].xyzw, gl_TexCoord[0].yxzw, u_usePalette);
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2019-10-05 10:39:50 +00:00
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gl_TexCoord[3] = gl_TextureMatrix[3] * gl_MultiTexCoord0;
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gl_TexCoord[4] = gl_TextureMatrix[4] * gl_MultiTexCoord0;
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2019-07-12 08:44:36 +00:00
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gl_FogFragCoord = abs(eyeCoordPosition.z);
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v_color = gl_Color;
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v_distance = gl_Vertex.z;
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}
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