#version 120 #extension GL_EXT_gpu_shader4 : require #line 16 struct PS_INPUT { vec4 position; vec2 uv; }; #line 9 struct VS_INPUT { vec4 position; vec2 uv; int vertex_id; int instance_id; }; uniform mat4 world; uniform mat4 view; #line 3 uniform mat4 proj; uniform mat4 stupid[10]; uniform sampler2D diffuse_map; #line 7 uniform sampler2DShadow shadow_map; #line 21 #line 41 #line 41 vec4 ps_main( in PS_INPUT xlat_varinput, in int primitive_id ) { vec4 c = vec4( 1.0, 1.0, 1.0, float(primitive_id)); c = texture2D( diffuse_map, xlat_varinput.uv); float depth = 1.0; #line 45 vec4 shadow = vec4( xlat_varinput.uv, depth, 1.0); c *= shadow2DProj( shadow_map, shadow).x; return c; } varying vec2 xlv_TEXCOORD0; void main() { vec4 xl_retval; PS_INPUT xlt_xlat_varinput; xlt_xlat_varinput.position = vec4(0.0); xlt_xlat_varinput.uv = vec2(xlv_TEXCOORD0); xl_retval = ps_main( xlt_xlat_varinput, int(gl_PrimitiveID)); gl_FragData[0] = vec4(xl_retval); } // uniforms: // diffuse_map: type 25 arrsize 0 // shadow_map: type 26 arrsize 0