14 lines
213 B
GLSL
14 lines
213 B
GLSL
#version 150
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in vec3 position;
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in vec3 normal;
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out vec3 v_normal;
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uniform mat4 matrix;
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void main() {
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v_normal = transpose(inverse(mat3(matrix))) * normal;
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gl_Position = matrix * vec4(position, 1.0);
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}
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