37 lines
1015 B
Plaintext
37 lines
1015 B
Plaintext
attribute vec4 in_vertex;
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attribute vec3 in_normal;
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attribute vec2 in_uv;
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attribute vec4 in_color;
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attribute vec4 in_uv2;
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varying vec3 npos, origo;
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varying vec3 normal;
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varying vec2 uv, uv2, uv3;
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varying vec4 pos;
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varying vec3 vertMasksPrimary, vertMasksSecondary;
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varying float vertLightMask;
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void main()
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{
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normal = normalize(gl_NormalMatrix * in_normal);
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vec4 pos = gl_ModelViewMatrix * in_vertex;
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npos = -pos.xyz;
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origo = in_vertex.xyz;
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vertMasksSecondary = max(vec3(0.0), in_color.rgb * 3.0 -2.0); // shield r, windows g, engine b
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vertMasksPrimary = max(vec3(0.0), (1.0 - in_color.rgb) * 3.0 - 2.0); // flags g, warp b, transparency on r
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vertLightMask = 1.0 - vertMasksSecondary.r - vertMasksSecondary.g - vertMasksSecondary.b - vertMasksPrimary.b; // filter off no-special lights
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// ogex uv's are
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uv = in_uv;
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uv.y = 1.0 - uv.y;
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uv2 = in_uv2.xy;
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uv2.y = 1.0 - uv2.y;
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uv3 = in_uv2.zw;
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uv3.y = 1.0 - uv3.y;
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gl_Position = gl_ProjectionMatrix * pos;
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}
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