2014-08-25 18:20:37 +02:00
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uniform int layer;
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2014-03-31 21:52:42 +02:00
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uniform mat4 ModelMatrix;
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2014-07-17 02:17:49 +02:00
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#if __VERSION__ >= 330
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2014-06-24 23:17:41 +02:00
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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2014-07-17 02:17:49 +02:00
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#else
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in vec3 Position;
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in vec2 Texcoord;
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#endif
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2014-02-10 19:28:02 +01:00
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2014-05-08 01:16:02 +02:00
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#ifdef VSLayer
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out vec2 uv;
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#else
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2014-02-10 19:28:02 +01:00
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out vec2 tc;
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2014-05-07 23:57:07 +02:00
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out int layerId;
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2014-05-08 01:16:02 +02:00
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#endif
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2014-02-10 19:28:02 +01:00
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void main(void)
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{
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2014-05-08 01:16:02 +02:00
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#ifdef VSLayer
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2014-08-25 18:20:37 +02:00
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gl_Layer = layer;
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2014-05-08 01:16:02 +02:00
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uv = Texcoord;
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2014-07-13 21:37:12 +02:00
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gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
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2014-05-08 01:16:02 +02:00
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#else
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2014-08-25 18:20:37 +02:00
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layerId = layer;
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2014-02-10 19:28:02 +01:00
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tc = Texcoord;
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2014-07-13 21:37:12 +02:00
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gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
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2014-05-08 01:16:02 +02:00
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#endif
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2014-02-10 19:28:02 +01:00
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}
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