20 lines
		
	
	
		
			425 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			20 lines
		
	
	
		
			425 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 330 core
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| 
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| layout (location = 0) in vec3 pos;
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| layout (location = 1) in vec3 normal;
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| layout (location = 2) in vec2 uv;
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| 
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| uniform mat4 MODEL;
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| uniform mat4 VIEW;
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| uniform mat4 PROJECTION;
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| 
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| out vec3 UV;
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| out vec3 NORMAL;
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| 
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| void main() {
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|   vec4 vertex = PROJECTION * VIEW * MODEL * vec4(pos, 1.0);
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|   gl_Position = vertex;
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|   UV = vec3(uv * vertex.z, vertex.z);
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|   NORMAL = (PROJECTION * VIEW * MODEL * vec4(normal, 0.0)).xyz;
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| }
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