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