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/*
Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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uniform mat4 projectionViewModelMatrix;
uniform mat4 modelMatrix;
uniform mat4 viewModelMatrix;
uniform vec3 viewOrigin;
uniform float fogDistance;
// [x, y]
attribute vec2 positionAttribute;
varying vec3 fogDensity;
varying vec3 screenPosition;
varying vec3 viewPosition;
varying vec3 worldPosition;
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uniform sampler2D waveTexture;
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//varying vec2 detailCoord;
void PrepareForShadow(vec3 worldOrigin, vec3 normal);
vec4 FogDensity(float poweredLength);
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void main() {
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vec4 vertexPos = vec4(positionAttribute.xy, 0., 1.);
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worldPosition = (modelMatrix * vertexPos).xyz;
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gl_Position = projectionViewModelMatrix * vertexPos;
screenPosition = gl_Position.xyw;
screenPosition.xy = (screenPosition.xy + screenPosition.z) * .5;
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vec4 viewPos = viewModelMatrix * vertexPos;
vec2 horzRelativePos = (modelMatrix * vertexPos).xy - viewOrigin.xy;
float horzDistance = dot(horzRelativePos, horzRelativePos);
fogDensity = FogDensity(horzDistance).xyz;
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viewPosition = viewPos.xyz;
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PrepareForShadow((modelMatrix * vertexPos).xyz, vec3(0., 0., -1.));
}