raze-gles/wadsrc/static/engine/shaders/glsl/polymost.vp
Christoph Oelckers 9dfd3ddd02 - migration of texture tinting to GZDoom's version.
- start of visibility migration - removing unused globvis variable.
2020-06-05 17:02:21 +02:00

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out vec4 v_color;
out float v_distance;
out vec4 v_texCoord;
out float v_fogCoord;
out vec4 v_eyeCoordPosition;
out vec4 v_worldPosition;
layout(location = 0) in vec4 i_vertPos;
layout(location = 1) in vec4 i_texCoord;
layout(location = 2) in vec4 i_color;
void main()
{
vec4 vertex = ModelMatrix * i_vertPos;
vec4 eyeCoordPosition = ViewMatrix * vertex;
v_eyeCoordPosition = eyeCoordPosition;
gl_Position = ProjectionMatrix * eyeCoordPosition;
eyeCoordPosition.xyz /= eyeCoordPosition.w;
v_texCoord = TextureMatrix * i_texCoord;
v_fogCoord = abs(eyeCoordPosition.z);
v_color = i_color;
v_distance = eyeCoordPosition.z;
v_worldPosition = vertex;
}