// user-vert-functions.glsl float user_get_depth( in vec3 worldPos ) { return 1000.0; } #ifdef DOUBLE_PRECISION dvec3 user_horizon(in dvec3 intersect) { return intersect; } #else vec3 user_horizon(in vec3 intersect) { return intersect; } #endif /* You may use this hook to set any varying parameters you need for the user-functions.glsl fragment program. provided are the ocean vertex in world, eye, and projected coordinates. */ void user_intercept(in vec3 worldPosition, in vec3 localPosition, in vec4 eyePosition, in vec4 projectedPosition) { } // Provides a point to override the final value of gl_Position. // Useful for implementing logarithmic depth buffers etc. If you are // also using decal effects (such as rotor wash,) be sure to also // implement the user_decal_depth function in user-functions.glsl // if you are manipulating depth values. vec4 overridePosition(in vec4 position) { return position; }