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// Copyright 2006-2010 (C) - Frictional Games
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//
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// This file is part of HPL1 Engine
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//
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// For conditions of distribution and use, see copyright notice in LICENSE-shaders
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//
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///////////////////////////////////////////////////////
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/// SIMPLE DIFFUSE COLOR VERTEX PROGRAM ////////////
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///////////////////////////////////////////////////////
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vec4 position = gl_Vertex;
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vec3 normal = gl_Normal;
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vec3 color = gl_Color.xyz;
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out vec4 vVtxPos;
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out vec4 vPrevVtxPos;
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uniform mat4 modelView;
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uniform mat4 prevModelView;
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uniform mat4 worldViewProj;
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uniform mat4 prevWorldViewProj;
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uniform float blurScale;
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void main()
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{
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//Get the positions in eye space
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vec4 pos = (modelView * position);
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vec4 prevPos = (prevModelView * position);
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//Transform normal to eye space
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vec3 eyeNormal = mat3(modelView) * normal;
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// calculate eye space motion vector
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vec3 motionVector = pos.xyz - prevPos.xyz;
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//Get the positions in window space.
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pos = (worldViewProj * position);
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prevPos = (prevWorldViewProj * position);
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//Interpolate the previous according to blurscale
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prevPos = mix(pos, prevPos, blurScale);
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gl_Position = pos;
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vVtxPos = pos;
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vPrevVtxPos = prevPos;
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}
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