init
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16
oak_tree/materials/scripts/caster_vp.glsl
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16
oak_tree/materials/scripts/caster_vp.glsl
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uniform mat4 world_view_proj_mat;
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uniform vec4 texel_offsets;
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varying vec4 vertex_depth;
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varying vec2 uv;
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void main()
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{
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vertex_depth = world_view_proj_mat * gl_Vertex;
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gl_Position = vertex_depth;
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gl_Position.xy += texel_offsets.zw * gl_Position.w;
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uv = gl_MultiTexCoord0.xy;
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}
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