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HEAD
fixed bugs, added debug shaders, drawing a dungeon wall segment for testing
[vrlugburz]
/
sdr
/
foo.v.glsl
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attribute vec3 apos;
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attribute vec3 anorm;
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varying vec3 vnorm;
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(apos, 1.0);
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vnorm = gl_NormalMatrix * anorm;
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}