16 lines
310 B
GLSL
16 lines
310 B
GLSL
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#version 330 core
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layout(location = 0) in vec4 pos;
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layout(location = 1) in vec3 normal;
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out vec3 vertex_normal;
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uniform mat4 osg_ModelViewProjectionMatrix;
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uniform mat3 osg_NormalMatrix;
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void main()
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{
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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vertex_normal = osg_NormalMatrix * normal;
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}
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