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0ad/binaries/data/mods/public/shaders/water_high.vs

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uniform mat4 reflectionMatrix;
uniform mat4 refractionMatrix;
uniform mat4 losMatrix;
uniform float repeatScale;
uniform vec2 translation;
varying vec3 worldPos;
varying float waterDepth;
void main()
{
worldPos = gl_Vertex.xyz;
waterDepth = dot(gl_Color.xyz, vec3(255.0, -255.0, 1.0));
gl_TexCoord[0].st = gl_Vertex.xz*repeatScale + translation;
gl_TexCoord[1] = reflectionMatrix * gl_Vertex; // projective texturing
gl_TexCoord[2] = refractionMatrix * gl_Vertex;
gl_TexCoord[3] = losMatrix * gl_Vertex;
gl_Position = ftransform();
}