#version 120 #define gbuffers_weather #include "shaders.settings" varying vec4 color; varying vec2 texcoord; varying float lmcoord; uniform vec3 cameraPosition; uniform mat4 gbufferModelViewInverse; uniform mat4 gbufferModelView; void main() { vec4 position = gbufferModelViewInverse * gl_ModelViewMatrix * gl_Vertex; #ifdef WeatherAngle float worldpos = position.y + cameraPosition.y; bool istopv = worldpos > cameraPosition.y+5.0; if (!istopv) position.xz += vec2(3.0,1.0); #endif gl_Position = gl_ProjectionMatrix * gbufferModelView * position; texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).s; color = gl_Color; }