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fgdata/Shaders/water-orig.vert

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402 B
GLSL
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#version 120
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec3 lightVec;
void main(void)
{
rawpos = gl_Vertex;
ecPosition = gl_ModelViewMatrix * gl_Vertex;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal);
lightVec = normalize(gl_LightSource[0].position.xyz/* - ecPosition*/);
gl_Position = ftransform();
}