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initial commit
[shapestoy]
/
sdr
/
dbg.v.glsl
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attribute vec4 attr_vertex;
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attribute vec3 attr_normal;
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uniform mat4 matrix_modelview_projection;
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uniform mat3 matrix_normal;
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varying vec3 normal;
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void main()
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{
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gl_Position = matrix_modelview_projection * attr_vertex;
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normal = matrix_normal * attr_normal;
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}