26 lines
563 B
GLSL
26 lines
563 B
GLSL
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#version 330
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec2 textex;
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out vec2 ftextex;
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out vec3 vnorm;
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out vec3 vpos;
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uniform float time;
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uniform vec2 texScaleFactor;
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uniform vec2 texOffsetFactor;
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uniform mat4 modelToCam;
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uniform mat4 camToWorld;
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uniform mat4 worldToClip;
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void main(void) {
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gl_Position = (worldToClip * camToWorld * modelToCam) * vec4(position, 1.0);
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ftextex = texOffsetFactor + textex*texScaleFactor;
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vnorm = normalize(vec3(modelToCam * vec4(normal, 0.0)));
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vpos = position;
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}
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