forked from 0ad/0ad
13 lines
301 B
GLSL
13 lines
301 B
GLSL
vec4 InstancingPosition(vec4 position);
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vec4 postouv1(vec4 pos);
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void main()
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{
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vec4 worldPos = InstancingPosition(gl_Vertex);
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gl_FrontColor = gl_Color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = postouv1(worldPos);
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gl_Position = gl_ModelViewProjectionMatrix * worldPos;
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}
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