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[libs/gl.git] / shaderlib / occluder.glsl
1 import msp_interface;
2
3 #pragma MSP stage(vertex)
4 virtual vec4 get_vertex_position()
5 {
6         return vertex;
7 }
8
9 virtual mat4 get_vertex_transform()
10 {
11         return world_obj_matrix;
12 }
13
14 void main()
15 {
16         gl_Position = clip_eye_matrix*eye_world_matrix*get_vertex_transform()*get_vertex_position();
17 }