17 lines
308 B
GLSL
17 lines
308 B
GLSL
#version 140
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in vec3 v_position;
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in vec3 v_normal;
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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out vec3 eye_normal;
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void main()
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{
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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eye_normal = normal_matrix * v_normal;
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}
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