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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
in float weight;
in vec3 pos;
out vec2 weight_interp; /* (weight, alert) */
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
/* Separate actual weight and alerts for independent interpolation */
weight_interp = max(vec2(weight, -weight), 0.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
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