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uniform vec4 shadowParams; // {x = xmid, y = ymid, z = p17, w = p18}
#ifdef SHADOWGEN_PROGRAM_TREE_NEAR
uniform vec3 cameraDirX;
uniform vec3 cameraDirY;
uniform vec3 treeOffset;
#define MAX_TREE_HEIGHT 60.0
#endif
void main() {
vec2 p17 = vec2(shadowParams.z, shadowParams.z);
vec2 p18 = vec2(shadowParams.w, shadowParams.w);
vec4 vertexPos = gl_Vertex;
#ifdef SHADOWGEN_PROGRAM_TREE_NEAR
vertexPos.xyz += treeOffset;
vertexPos.xyz += (cameraDirX * gl_Normal.x);
vertexPos.xyz += (cameraDirY * gl_Normal.y);
#endif
vec4 vertexShadowPos = gl_ModelViewMatrix * vertexPos;
vertexShadowPos.st *= (inversesqrt(abs(vertexShadowPos.st) + p17) + p18);
vertexShadowPos.st += shadowParams.xy;
gl_Position = gl_ProjectionMatrix * vertexShadowPos;
#ifdef SHADOWGEN_PROGRAM_MODEL
gl_TexCoord[0] = gl_MultiTexCoord0;
#endif
#ifdef SHADOWGEN_PROGRAM_MAP
// empty
#endif
#ifdef SHADOWGEN_PROGRAM_TREE_NEAR
gl_FrontColor.xyz = gl_Normal.z * vec3(1.0, 1.0, 1.0);
gl_FrontColor.a = gl_Vertex.y * (0.20 * (1.0 / MAX_TREE_HEIGHT)) + 0.85;
gl_TexCoord[0] = gl_MultiTexCoord0;
#endif
#ifdef SHADOWGEN_PROGRAM_TREE_DIST
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
#endif
#ifdef SHADOWGEN_PROGRAM_PROJECTILE
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
#endif
}
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