forked from mirrors/principia
18 lines
247 B
Text
18 lines
247 B
Text
attribute vec3 position;
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attribute vec3 uv;
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uniform mat4 MVP;
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UNIFORMS
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varying lowp vec3 FS_uv;
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VARYINGS
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void main(void)
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{
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vec4 pos = MVP*vec4(position.xyz, 1.);
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SET_SHADOW
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SET_AMBIENT_OCCL
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FS_uv = uv;
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gl_Position = pos;
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}
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