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@@ -6,7 +6,11 @@ uniform float cWindHeightPivot;
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uniform float cWindPeriod;
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uniform vec2 cWindWorldSpacing;
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-varying vec2 vTexCoord;
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+#ifdef VSM_SHADOW
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+ varying vec4 vTexCoord;
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+#else
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+ varying vec2 vTexCoord;
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+#endif
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void VS()
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{
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@@ -19,6 +23,11 @@ void VS()
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worldPos.z -= windStrength * cos(windPeriod);
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gl_Position = GetClipPos(worldPos);
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+
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+#ifdef VSM_SHADOW
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+ vTexCoord = vec4(GetTexCoord(iTexCoord), gl_Position.z, gl_Position.w);
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+#else
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vTexCoord = GetTexCoord(iTexCoord);
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+#endif
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}
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