24 lines
440 B
GLSL
24 lines
440 B
GLSL
#version 100
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precision highp float;
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attribute vec4 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_uv;
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varying vec3 v_normal;
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varying vec2 v_uv;
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varying vec3 v_viewDir;
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uniform mat4 u_mvpMtx;
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uniform mat4 u_modelMtx;
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uniform vec3 u_camPos;
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void main()
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{
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gl_Position = u_mvpMtx * a_position;
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gl_PointSize = 4.0;
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v_normal = normalize(mat3(u_modelMtx)*a_normal);
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v_uv = a_uv;
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v_viewDir = u_camPos-(u_modelMtx*a_position).xyz;
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}
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