2016-02-16 15:07:25 +01:00
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precision highp float;
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attribute vec3 a_position;
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attribute vec3 a_normal;
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varying vec3 v_normal;
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uniform mat3 u_normalMatrix;
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uniform mat4 u_modelViewMatrix;
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uniform mat4 u_projectionMatrix;
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void main(void) {
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vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
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v_normal = u_normalMatrix * a_normal;
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gl_Position = u_projectionMatrix * pos;
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}
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