principia/data/shaders/rubberband.vp
2025-03-04 21:51:19 +01:00

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attribute vec3 position;
uniform mat4 MVP;
uniform mat3 N;
UNIFORMS
varying lowp float FS_diffuse;
VARYINGS
void main(void)
{
vec4 pos = MVP*vec4(position, 1.);
SET_SHADOW
SET_AMBIENT_OCCL
FS_diffuse = max(dot(LIGHT, vec3(0.,0.,1.))*_DIFFUSE, 0.);
gl_Position = pos;
}