20 lines
425 B
GLSL
20 lines
425 B
GLSL
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varying vec4 rawposIn;
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varying vec3 NormalIn;
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varying vec3 VTangentIn;
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varying vec3 VBinormalIn;
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attribute vec3 tangent;
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attribute vec3 binormal;
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void main(void)
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{
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rawposIn = gl_Vertex;
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NormalIn = normalize(gl_Normal);
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VTangentIn = gl_NormalMatrix * tangent;
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VBinormalIn = gl_NormalMatrix * binormal;
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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