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19 lines
406 B
GLSL
19 lines
406 B
GLSL
attribute vec3 a_pos;
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attribute vec3 a_normal;
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uniform mat4 u_transform;
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uniform mat4 u_normalTransform;
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varying vec3 v_normal;
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void main()
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{
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vec4 position = u_transform * vec4(a_pos, 1.0);
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v_normal = normalize((u_normalTransform * vec4(a_normal, 0.0)).xyz);
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gl_Position = position;
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#ifdef VULKAN
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gl_Position.y = -gl_Position.y;
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gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
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#endif
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}
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