forked from 0ad/0ad
22 lines
514 B
GLSL
22 lines
514 B
GLSL
uniform mat4 reflectionMatrix;
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uniform mat4 refractionMatrix;
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attribute float vertexDepth;
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varying vec3 worldPos;
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varying vec3 waterColor;
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varying float waterDepth;
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varying float w;
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void main()
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{
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worldPos = gl_Vertex.xyz;
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waterColor = gl_Color.rgb;
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waterDepth = vertexDepth;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = reflectionMatrix * gl_Vertex; // projective texturing
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gl_TexCoord[2] = reflectionMatrix * gl_Vertex;
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w = gl_TexCoord[1].w;
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gl_Position = ftransform();
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}
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