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uniform vec4 shadowParams;
#ifdef SHADOWGEN_PROGRAM_TREE_NEAR
uniform vec3 cameraDirX;
uniform vec3 cameraDirY;
uniform vec3 treeOffset;
#define MAX_TREE_HEIGHT 60.0
#endif
#ifdef SHADOWGEN_PROGRAM_MAP
varying mat4 shadowViewMat;
varying mat4 shadowProjMat;
varying vec4 vertexModelPos;
#endif
void main() {
#ifdef SHADOWGEN_PROGRAM_TREE_NEAR
vec3 offsetVec = treeOffset + (cameraDirX * gl_Normal.x) + (cameraDirY * gl_Normal.y);
#else
vec3 offsetVec = vec3(0.0, 0.0, 0.0);
#endif
#ifdef SHADOWGEN_PROGRAM_MAP
shadowViewMat = gl_ModelViewMatrix;
shadowProjMat = gl_ProjectionMatrix;
vertexModelPos = gl_Vertex + vec4(offsetVec, 0.0);
#endif
vec4 vertexPos = gl_Vertex + vec4(offsetVec, 0.0);
vec4 vertexShadowPos = gl_ModelViewMatrix * vertexPos;
vertexShadowPos.xy *= (inversesqrt(abs(vertexShadowPos.xy) + shadowParams.zz) + shadowParams.ww);
vertexShadowPos.xy += shadowParams.xy;
gl_Position = gl_ProjectionMatrix * vertexShadowPos;
#ifdef SHADOWGEN_PROGRAM_MODEL
gl_TexCoord[0] = gl_MultiTexCoord0;
#endif
#ifdef SHADOWGEN_PROGRAM_MAP
// empty, uses TexGen
#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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