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TheDeclineOfWarriors/docs/shaders/gbuffers_terrain.vsh
T
2026-04-12 16:40:54 +07:00

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#version 120
#include "common.glsl"
varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;
vec2 rot(float a, float A, float B){
return vec2((cos(a)*A)+(sin(a)*B),(-sin(a)*A)+(cos(a)*B));
}
void main()
{
vec4 p = gl_ModelViewMatrix * gl_Vertex;
p = gbufferModelViewInverse * p;
p = geomfunc(p);
p = gbufferModelView * p;
gl_Position = gl_ProjectionMatrix * p;
gl_FogFragCoord = 1;
texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
color = gl_Color;
lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
}