/* * OpenClonk, http://www.openclonk.org * * Copyright (c) 2015, The OpenClonk Team and contributors * * Distributed under the terms of the ISC license; see accompanying file * "COPYING" for details. * * "Clonk" is a registered trademark of Matthes Bender, used with permission. * See accompanying file "TRADEMARK" for details. * * To redistribute this file separately, substitute the full license texts * for the above references. */ // Default Vertex Shader for the landscape. in vec2 oc_Position; in vec2 oc_LandscapeTexCoord; in vec2 oc_LightTexCoord; out vec2 landscapeTexCoord; #ifdef OC_DYNAMIC_LIGHT out vec2 lightTexCoord; #endif uniform mat4 projectionMatrix; slice(position) { // model-view matrix is always the identity matrix gl_Position = projectionMatrix * vec4(oc_Position, 0.0, 1.0); } slice(texcoord) { landscapeTexCoord = oc_LandscapeTexCoord; #ifdef OC_DYNAMIC_LIGHT lightTexCoord = oc_LightTexCoord; #endif }