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world_med_vs.glsl
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1 /**
2  * @file
3  * @brief Medium quality battlescape vertex shader.
4  */
5 
6 uniform float OFFSET;
7 
8 in_qualifier vec4 TANGENTS;
9 
10 /* from includes:
11 out_qualifier vec3 normal;
12 
13 out_qualifier vec3 eyedir;
14 out_qualifier vec3 lightDirs[];
15 
16 varying float fog;
17 */
18 
19 vec4 Vertex;
20 vec3 Normal;
21 vec4 Tangent;
22 
23 #include "light_vs.glsl"
24 #include "transform_lights_vs.glsl"
25 #include "fog_vs.glsl"
26 
27 out_qualifier vec4 blendColor;
28 
29 /**
30  * @brief Main.
31  */
32 void main(void) {
33  Vertex = gl_Vertex;
34  Normal = gl_Normal;
35  Tangent = TANGENTS;
36 
37  /* MVP transform into clip space.*/
38  gl_Position = ftransform();
39  /*gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(Vertex);*/
40 
41 
42  /* Pass texcoords through.*/
43  gl_TexCoord[0] = gl_MultiTexCoord0 + OFFSET;
44  gl_TexCoord[1] = gl_MultiTexCoord1 + OFFSET;
45 
46  LightVertex();
47 
48  TransformLights();
49 
50 #if r_fog
51  FogVertex();
52 #endif
53 
54  blendColor = gl_Color;
55 }