30 lines
		
	
	
		
			541 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			30 lines
		
	
	
		
			541 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
attribute vec3 vPosition;
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attribute vec3 Normal;
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attribute vec3 Tangent;
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attribute vec3 Binormal;
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attribute vec2 vTexCoord;
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uniform mat4 ProjectionMatrix;
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uniform vec3 CamPos;
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varying vec2 texCoord;
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varying vec3 camVec;
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varying vec3 normVec;
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void main() 
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{
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	//480x320
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	gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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	texCoord = vTexCoord;
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	vec3 cVec = (CamPos - vPosition.xyz);
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	mat3 rot;
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	rot[0] = Tangent;
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	rot[1] = Binormal;
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	rot[2] = Normal;
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	camVec =  cVec * rot;
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	normVec = Normal;
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} |