UFO: Alien Invasion
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world_low_vs.glsl
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/**
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* @file
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* @brief Low quality battlescape vertex shader.
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*/
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uniform float OFFSET;
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in_qualifier vec4 TANGENTS;
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/* from includes:
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out_qualifier vec3 normal;
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out_qualifier vec3 eyedir;
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out_qualifier vec3 lightDirs[];
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varying float fog;
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*/
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vec4 Vertex;
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vec3 Normal;
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vec4 Tangent;
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#include "light_vs.glsl"
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#include "transform_lights_vs.glsl"
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#include "fog_vs.glsl"
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out_qualifier vec4 blendColor;
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/**
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* @brief Main.
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*/
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void main(void) {
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Vertex = gl_Vertex;
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Normal = gl_Normal;
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Tangent = TANGENTS;
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/* MVP transform into clip space.*/
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gl_Position = ftransform();
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/*gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(Vertex);*/
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/* Pass texcoords through.*/
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gl_TexCoord[0] = gl_MultiTexCoord0 + OFFSET;
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gl_TexCoord[1] = gl_MultiTexCoord1 + OFFSET;
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LightVertex();
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TransformLights();
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#if r_fog
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FogVertex();
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#endif
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blendColor = gl_Color;
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}
base
shaders
world_low_vs.glsl
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