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luanti/client/shaders/cloud_shader/opengl_vertex.glsl

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uniform lowp vec4 emissiveColor;
varying lowp vec4 varColor;
varying highp vec3 eyeVec;
void main(void)
{
gl_Position = mWorldViewProj * inVertexPosition;
#ifdef GL_ES
vec4 color = inVertexColor.bgra;
#else
vec4 color = inVertexColor;
#endif
color *= emissiveColor;
varColor = color;
eyeVec = -(mWorldView * inVertexPosition).xyz;
}