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21 lines
413 B
GLSL
21 lines
413 B
GLSL
#version 330 core
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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out EyeSpaceVertex {
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vec3 position;
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vec3 normal;
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} vs_out;
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uniform mat4 modelView;
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uniform mat3 modelViewNormal;
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uniform mat4 mvp;
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void main()
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{
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vs_out.normal = normalize( modelViewNormal * vertexNormal );
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vs_out.position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
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gl_Position = mvp * vec4( vertexPosition, 1.0 );
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}
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