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tesselation as a function of distance
[ld42_outofspace]
/
sdr
/
field.v.glsl
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#version 410 compatibility
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out float dist;
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void main()
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{
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dist = -(gl_ModelViewMatrix * gl_Vertex).z;
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gl_Position = gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}