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21 lines
476 B
21 lines
476 B
4 years ago
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uniform mat4 uMatrix;
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uniform mat3 transformation;
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attribute float oid;
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attribute vec3 aPos;
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attribute vec3 normal;
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varying vec3 trPos;
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varying float id;
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varying vec3 norm;
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varying vec3 glpos;
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varying vec3 apos;
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void main() {
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vec4 pos = uMatrix * vec4(aPos, 1.);
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gl_Position = pos * vec4(1., 1., -1., 1.);
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id = oid;
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norm = normalize((uMatrix*vec4(normal,0.)).xyz);
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trPos = transformation *vec3(pos.xy, -1);
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apos = aPos;
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glpos = gl_Position.xyz;
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}
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