15 lines
231 B
GLSL
15 lines
231 B
GLSL
#version 130
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in vec3 pos;
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in vec3 vertexNormal;
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out vec3 normal;
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uniform mat4 mvp;
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uniform mat3 normal_transform;
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void main() {
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gl_Position = mvp * vec4(pos, 1);
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normal = normalize(normal_transform * vertexNormal);
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}
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