forked from mirrors/principia
25 lines
351 B
Text
25 lines
351 B
Text
attribute vec3 position;
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attribute vec3 normal;
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uniform mat4 MVP;
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uniform mat4 MV;
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uniform mat3 N;
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UNIFORMS
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varying mediump vec3 FS_normal;
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varying mediump vec3 FS_eye;
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VARYINGS
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void main(void)
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{
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FS_normal = N*normal;
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vec4 pos = MVP*vec4(position, 1.);
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SET_SHADOW
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FS_eye = (MV*vec4(position, 1.)).xyz;
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gl_Position = pos;
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}
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