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faros initial commit
[lighthouse]
/
sdr
/
beam.v.glsl
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void main()
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{
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float s = gl_Vertex.z + 1.0;
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vec4 pos = gl_Vertex * vec4(s, s, 1.0, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * pos;
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gl_FrontColor = gl_Color;
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}