openmw/files/shaders/objects_vertex.glsl

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#version 120
#if @diffuseMap
varying vec2 diffuseMapUV;
#endif
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varying float depth;
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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depth = gl_Position.z;
#if @diffuseMap
diffuseMapUV = gl_MultiTexCoord@diffuseMapUV.xy;
#endif
}