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fgdata/Shaders/HDR/geometry-lfeat.vert

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#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec4 vertexColor;
layout(location = 3) in vec4 multiTexCoord0;
out vec3 normalVS;
out vec2 texCoord;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
void main()
{
vec4 raised_pos = pos;
raised_pos.z += 0.05;
gl_Position = osg_ModelViewProjectionMatrix * raised_pos;
normalVS = normalize(osg_NormalMatrix * normal);
texCoord = multiTexCoord0.st;
}