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2018-07-17 14:15:37 +02:00

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attribute vec4 in_vertex;
attribute vec3 in_normal;
attribute vec2 in_uv;
attribute vec4 in_color;
attribute vec4 in_uv2;
varying vec3 npos, origo;
varying vec3 normal;
varying vec2 uv, uv2, uv3;
varying vec4 pos;
varying vec3 vertMasksPrimary, vertMasksSecondary;
varying float vertLightMask;
uniform int flagNumber;
void main()
{
normal = normalize(gl_NormalMatrix * in_normal);
vec4 pos = gl_ModelViewMatrix * in_vertex;
npos = -pos.xyz;
origo = in_vertex.xyz;
vertMasksSecondary = max(vec3(0.0), in_color.rgb * 3.0 -2.0); // shield r, windows g, engine b
vertMasksPrimary = max(vec3(0.0), (1.0 - in_color.rgb) * 3.0 - 2.0); // flags g, warp b, transparency on r
vertLightMask = 1.0 - vertMasksSecondary.r - vertMasksSecondary.g - vertMasksSecondary.b - vertMasksPrimary.b; // filter off no-special lights
uv = in_uv;
uv.y = 1.0 - uv.y;
uv2 = in_uv2.xy;
uv2.y = 1.0 - uv2.y;
uv2 = uv2.xy + vec2((1.0 / 32.0) * clamp(flagNumber, 0, 20) * vertMasksPrimary.g, 0.0);
uv3 = in_uv2.zw;
uv3.y = 1.0-uv3.y;
gl_Position = gl_ProjectionMatrix * pos;
}