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libs/qglview/shaders/dsl_pass_0.vert

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796 B
GLSL

#version 150
out vec3 src_normal, normal;//, et;
out vec4 pos;
out float fogCoord, fs_gid;
out mat3 TBN;
uniform bool acc_fog;
uniform vec2 dt;
uniform vec3 eye;
void main(void) {
normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
pos.xyzw = vec4(qgl_ModelViewMatrix * qgl_Vertex);
TBN = (mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal));
/*if (acc_fog) {
fogCoord = (gl_Fog.end - length(pos.xyz) * 0.85) / (gl_Fog.end - gl_Fog.start);
fogCoord = 1. - clamp(fogCoord, 0., 1.);
}*/
//gl_TexCoord[0] = gl_MultiTexCoord0;
//gl_TexCoord[1] = gl_MultiTexCoord1;
qgl_FragTexture = qgl_Texture;
qgl_FragColor = qgl_Color;
vec4 tp = qgl_ftransform();
//tp /= tp.w;
src_normal = normalize(vec3(pos.xy * dt * 2., 0));
pos.w = tp.w;
//pos *= pos.w;
gl_Position = tp;//ftransform();
}