12 lines
256 B
GLSL
12 lines
256 B
GLSL
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uniform vec4 texelOffsets;
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varying float depth;
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void main()
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{
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gl_Position = ftransform();
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gl_Position.xy += texelOffsets.zw * gl_Position.w;
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//depth = -(gl_ModelViewMatrix * gl_Vertex).z; // ???
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depth = gl_Position.w; // copied from old gazebo
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}
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