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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout (location = 0) in vec4 vertPosition;
layout (location = 1) in vec4 vertColor;
layout (location = 2) in vec4 vertTexCoord;
layout (location = 0) out vec4 fragTexCoord;
layout (location = 1) out vec4 fragColor;
layout (binding = 0, std140) uniform matrixData {
mat4 modelViewMatrix;
mat4 projMatrix;
};
layout (binding = 1, std140) uniform genericData {
mat4 modelMatrix;
vec4 color;
vec4 clipEquation;
int baseMapIndex;
int alphaTexture;
int noTexturing;
int srgb;
float intensity;
float alphaThreshold;
bool clipEnabled;
};
void main()
{
fragTexCoord = vertTexCoord;
fragColor = vertColor * color;
gl_Position = projMatrix * modelViewMatrix * vertPosition;
if (clipEnabled) {
gl_ClipDistance[0] = dot(clipEquation, modelMatrix * vertPosition);
}
}
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