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23 lines
502 B
GLSL
23 lines
502 B
GLSL
#version 130
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in vec3 a_position;
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in vec3 a_normal;
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in vec2 a_uv;
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out vec2 v_uv;
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out vec3 v_normal;
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out vec3 v_position;
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out vec3 v_camDirection;
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uniform mat4 u_mvpMatrix;
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uniform mat4 u_mvMatrix;
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uniform mat4 u_modelMatrix;
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void main() {
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gl_Position = u_mvpMatrix * vec4(a_position, 1);
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v_normal = normalize(vec3(u_modelMatrix * vec4(a_normal, 0)));
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v_uv = a_uv;
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v_position = (u_modelMatrix * vec4(a_position, 1)).xyz;
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v_camDirection = (u_mvMatrix * vec4(a_position, 1)).xyz;
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}
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