UFO: Alien Invasion
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model_high_vs.glsl
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1/**
2 * @file
3 * @brief Default battlescape model vertex shader.
4 */
5
6uniform float OFFSET;
7uniform int BUMPMAP;
8uniform int ANIMATE;
9
10/* from includes:
11varying vec3 normal;
12
13attribute vec4 NEXT_FRAME_VERTS;
14attribute vec4 NEXT_FRAME_NORMALS;
15attribute vec4 NEXT_FRAME_TANGENTS;
16uniform float TIME;
17
18uniform vec3 SUNDIRECTION;
19
20out_qualifier vec3 sunDir;
21
22vec4 Vertex;
23vec3 Normal;
24vec4 Tangent;
25
26varying vec3 eyedir;
27varying vec3 lightDirs[];
28varying vec3 staticLightDir;
29
30varying float fog;
31*/
32
33#include "lerp_vs.glsl"
34#include "light_vs.glsl"
35#include "transform_lights_vs.glsl"
36#include "fog_vs.glsl"
37
38/**
39 * @brief Main.
40 */
41void main(void) {
42 if (ANIMATE > 0) {
43 lerpVertex();
44 } else {
45 Vertex = gl_Vertex;
46 Normal = gl_Normal;
47 Tangent = TANGENTS;
48 }
49
50 /* MVP transform into clip space.*/
51 /*gl_Position = ftransform();*/
52 gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(Vertex);
53
54
55 /* Pass texcoords through.*/
56 gl_TexCoord[0] = gl_MultiTexCoord0 + OFFSET;
57 gl_TexCoord[1] = gl_MultiTexCoord1 + OFFSET;
58
59 LightVertex();
60
61 TransformLights();
62
63#if r_fog
64 FogVertex();
65#endif
66}