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- /////////////////////////////
- // Attributes
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
- /////////////////////////////
- // Uniforms
- uniform mat4 u_worldMatrix;
- uniform mat4 u_worldViewProjectionMatrix;
- uniform mat4 u_worldViewProjectionReflectionMatrix;
- uniform vec3 u_cameraPosition;
- /////////////////////////////
- // Varyings
- varying vec4 v_vertexRefractionPosition;
- varying vec4 v_vertexReflectionPosition;
- varying vec2 v_texCoord;
- varying vec3 v_eyePosition;
- /////////////////////////////
- void main()
- {
- v_vertexRefractionPosition = u_worldViewProjectionMatrix * a_position;
- v_vertexReflectionPosition = u_worldViewProjectionReflectionMatrix * a_position;
- gl_Position = v_vertexRefractionPosition;
- v_texCoord = a_texCoord;
- v_eyePosition = u_cameraPosition - (u_worldMatrix * a_position).xyz;
- }
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