#version 110 // See resources/shaders/140/texture_displacement_uvcheck.vs; GLSL 1.10 compatibility variant. uniform mat4 view_model_matrix; uniform mat4 projection_matrix; uniform mat4 volume_world_matrix; uniform vec2 z_range; uniform vec4 clipping_plane; attribute vec3 v_position; attribute vec3 v_normal; // .x = per-vertex uv distortion attribute vec2 v_tex_coord; // precomputed texture uv, used only when use_vertex_uv is set varying vec3 clipping_planes_dots; varying vec4 model_pos; varying vec4 world_pos; varying float distortion; varying vec2 vertex_uv; void main() { model_pos = vec4(v_position, 1.0); world_pos = volume_world_matrix * model_pos; gl_Position = projection_matrix * view_model_matrix * model_pos; clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z); distortion = v_normal.x; vertex_uv = v_tex_coord; }