<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // deferred_light_limited.vert // vertex shader // // Created by Andrzej Kapolka on 9/19/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/Transform.slh@> <@include gpu/Inputs.slh@> <$declareStandardTransform()$> uniform mat4 texcoordMat; out vec4 _texCoord0; void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>; vec4 projected = gl_Position / gl_Position.w; _texCoord0 = vec4(dot(projected, texcoordMat[0]) * gl_Position.w, dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w); }