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Full Template for ticket #1
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Templates/Full/game/shaders/common/gl/projectedShadowV.glsl
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Templates/Full/game/shaders/common/gl/projectedShadowV.glsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//*****************************************************************************
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// Precipitation vertex shader
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//*****************************************************************************
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varying vec2 texCoord;
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varying vec4 color;
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varying float fade;
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uniform mat4 modelview;
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uniform float shadowLength;
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uniform vec3 shadowCasterPosition;
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void main()
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{
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gl_Position = modelview * vec4(gl_Vertex.xyz, 1.0);
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color = gl_Color;
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texCoord = gl_MultiTexCoord1.st;
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float fromCasterDist = length(gl_Vertex.xyz - shadowCasterPosition) - shadowLength;
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fade = 1.0 - clamp(fromCasterDist/shadowLength, 0.0, 1.0);
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}
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