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luanti/client/shaders/inventory_shader/opengl_vertex.glsl
2025-11-06 19:31:35 +01:00

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489 B
GLSL

VARYING_ vec3 vNormal;
VARYING_ vec3 vPosition;
CENTROID_ VARYING_ lowp vec4 varColor;
CENTROID_ VARYING_ mediump vec2 varTexCoord;
CENTROID_ VARYING_ float varTexLayer; // actually int
void main(void)
{
#ifdef USE_ARRAY_TEXTURE
varTexLayer = inVertexAux;
#endif
varTexCoord = inTexCoord0.st;
vec4 pos = inVertexPosition;
gl_Position = mWorldViewProj * pos;
vPosition = gl_Position.xyz;
vNormal = inVertexNormal;
vec4 color = inVertexColor;
varColor = clamp(color, 0.0, 1.0);
}