19 lines
389 B
GLSL
19 lines
389 B
GLSL
#version 330 core
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uniform mat4 mWorld;
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uniform mat4 mView;
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uniform mat4 mProjection;
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uniform vec3 vEye;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 normal;
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out float zPos;
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out vec3 norm;
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void main () {
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norm = -normalize(vec3(mProjection*mView*mWorld*vec4(normal, 0)));
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zPos = position.z;
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gl_Position = mProjection*mView*mWorld*vec4(position, 1.0);
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}
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