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29 lines
611 B
GLSL
29 lines
611 B
GLSL
#version 100
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precision mediump float;
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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// attribute vec2 vertexTexCoord;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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// Output to fragment shader
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varying vec3 fragPosition;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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void main()
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{
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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