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#define SMF_TEXSQR_SIZE 1024.0
#define SMF_DETAILTEX_RES 0.02
uniform ivec2 texSquare;
uniform vec3 cameraPos;
uniform vec4 lightDir; // mapInfo->light.sunDir
varying vec3 halfDir;
varying float fogFactor;
varying vec4 vertexWorldPos;
varying vec2 diffuseTexCoords;
void main() {
// calc some lighting variables
vec3 viewDir = vec3(gl_ModelViewMatrixInverse * vec4(0.0, 0.0, 0.0, 1.0));
viewDir = normalize(viewDir - gl_Vertex.xyz);
halfDir = normalize(lightDir.xyz + viewDir);
vertexWorldPos = gl_Vertex;
// calc texcoords
diffuseTexCoords = (floor(gl_Vertex.xz) / SMF_TEXSQR_SIZE) - vec2(texSquare);
// transform vertex pos
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
#ifndef DEFERRED_MODE
// emulate linear fog
float fogCoord = length(gl_ClipVertex.xyz);
fogFactor = (gl_Fog.end - fogCoord) * gl_Fog.scale; // gl_Fog.scale == 1.0 / (gl_Fog.end - gl_Fog.start)
fogFactor = clamp(fogFactor, 0.0, 1.0);
#endif
}
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