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luanti/client/shaders/shadow/pass2/opengl_vertex.glsl

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188 B
GLSL

CENTROID_ VARYING_ mediump vec2 varTexCoord;
void main()
{
vec4 uv = vec4(inVertexPosition.xyz, 1.0) * 0.5 + 0.5;
varTexCoord = uv.st;
gl_Position = vec4(inVertexPosition.xyz, 1.0);
}