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fgdata/Shaders/HDR/model_chrome.vert

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GLSL
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#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 1) in vec3 normal;
out VS_OUT {
float flogz;
vec3 vertex_normal;
} vs_out;
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uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
// logarithmic_depth.glsl
float logdepth_prepare_vs_depth(float z);
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void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
vs_out.flogz = logdepth_prepare_vs_depth(gl_Position.w);
vs_out.vertex_normal = osg_NormalMatrix * normal;
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}