#version 120 #include "/module/common.glsl" #define worldCurvature 0 // [0 1 2] varying vec2 texcoord; varying vec4 color; varying vec2 lmcoord; uniform mat4 gbufferModelView, gbufferModelViewInverse; uniform float viewWidth, viewHeight; #include "/module/vertex_warp.vert" #include "/module/texture_warp.vert" void main() { texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; lmcoord = (gl_TextureMatrix[1] * gl_MultiTexCoord1).xy; color = gl_Color; #if vWarp > 0 vertex_warp(); #else gl_Position = ftransform(); #endif #ifdef tWarp texture_warp(); #endif #ifndef NON_WORLD #include "/module/world.vert" #endif }