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kraken/standard_assets/shaders/volumetric_fog_osx.vsh

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//
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// volumetric_fog_osx.vsh
// Kraken Engine
//
// Copyright 2021 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
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//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
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//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
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//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
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in highp vec4 vertex_position;
uniform highp mat4 inv_mvp_matrix;
uniform highp vec2 slice_depth_scale; // First component is the depth for the nearest plane, in view space. Second component is the distance between planes, in view space
uniform highp mat4 shadow_mvp1;
out mediump vec4 shadowMapCoord1;
uniform highp mat4 projection_matrix;
void main()
{
highp vec4 d = projection_matrix * vec4(0.0, 0.0, slice_depth_scale.x + vertex_position.z * slice_depth_scale.y, 1.0);
d /= d.w;
gl_Position = vec4(vertex_position.x, vertex_position.y, d.z, 1.0);
shadowMapCoord1 = inv_mvp_matrix * gl_Position;
shadowMapCoord1 /= shadowMapCoord1.w;
shadowMapCoord1.w = 1.0;
shadowMapCoord1 = shadow_mvp1 * shadowMapCoord1;
}