38 lines
887 B
GLSL
38 lines
887 B
GLSL
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#version 120
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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attribute vec3 tangent;
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attribute vec3 binormal;
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// ////fog "include" /////
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// uniform int fogType;
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//
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// void fog_Func(int type);
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//
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// //////////////////////
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void main(void)
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{
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rawpos = gl_Vertex;
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ecPosition = gl_ModelViewMatrix * rawpos;
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Normal = normalize(gl_Normal);
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VNormal = gl_NormalMatrix * gl_Normal;
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VTangent = gl_NormalMatrix * tangent;
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VBinormal = gl_NormalMatrix * binormal;
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gl_FrontColor = gl_Color;
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constantColor = gl_FrontMaterial.emission
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+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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// fog_Func(fogType);
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}
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