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source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl
| varying vec4 v_position; | varying vec4 v_position; | ||||
| #ifdef USE_INSTANCING | |||||
| in mat3 ininstmatrix; | |||||
| in vec3 ininstposition; | |||||
| #endif | |||||
| void main() | void main() | ||||
| { | { | ||||
| gl_Position = ftransform(); | #ifdef USE_INSTANCING | ||||
| mat4 instmat = mat4(vec4(ininstmatrix[0], ininstposition.x), | |||||
| vec4(ininstmatrix[1], ininstposition.y), | |||||
| vec4(ininstmatrix[2], ininstposition.z), | |||||
| vec4(0.0, 0.0, 0.0, 1.0)); | |||||
| v_position = gl_ProjectionMatrix * gl_ModelViewMatrix * (gl_Vertex * instmat); | |||||
| gl_Position = v_position; | |||||
| #else | |||||
| gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; | |||||
| v_position = gl_Position; | v_position = gl_Position; | ||||
| #endif | |||||
| } | } | ||||