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- uniform mat4 m4;
- varying vec3 vTexCoord;
- void main (void) {
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- vec3 r = reflect( vec3( gl_ModelViewMatrix * gl_Vertex ), gl_NormalMatrix * gl_Normal );
- vTexCoord = vec3( m4 * gl_ModelViewMatrixInverse * vec4( r, 0.0 ));
- }
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