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26 lines
499 B
Text
26 lines
499 B
Text
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in vec3 AttrPosition;
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in vec4 AttrColor;
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in vec2 AttrUV;
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in vec3 AttrNormal;
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out vec4 Color;
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out vec2 UV;
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out vec3 PosW;
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out vec3 Normal;
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out vec4 viewpos;
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uniform mat4 world;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 modelnormal;
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void main()
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{
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viewpos = view * world * vec4(AttrPosition, 1.0);
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gl_Position = projection * viewpos;
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PosW = (world * vec4(AttrPosition, 1.0)).xyz;
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Color = AttrColor;
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UV = AttrUV;
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Normal = normalize((modelnormal * vec4(AttrNormal, 1.0)).xyz);
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}
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