init
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27
assets/shaders/terrain.vert
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27
assets/shaders/terrain.vert
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#version 450 core
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#include "common.glsl"
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aUV;
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layout(location = 3) in vec3 aMisc; // layer, ao, kind
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out VS {
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vec3 worldPos;
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vec3 normal;
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vec2 uv;
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flat float layer;
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float ao;
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flat float kind;
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} o;
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void main() {
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o.worldPos = aPos;
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o.normal = aNormal;
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o.uv = aUV;
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o.layer = aMisc.x;
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o.ao = aMisc.y;
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o.kind = aMisc.z;
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gl_Position = uViewProj * vec4(aPos, 1.0);
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gl_ClipDistance[0] = dot(vec4(aPos, 1.0), uClipPlane);
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}
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