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- varying vec3 normal;
- varying vec3 worldNormal;
- varying vec4 pos;
- varying vec4 rawpos;
- varying vec4 vertexColor;
- uniform mat4 modelMatrix;
- mat3 mat3_emu(mat4 m4) {
- return mat3(
- m4[0][0], m4[0][1], m4[0][2],
- m4[1][0], m4[1][1], m4[1][2],
- m4[2][0], m4[2][1], m4[2][2]);
- }
- void main() {
- normal = gl_NormalMatrix * gl_Normal;
- mat3 rotN = mat3_emu(modelMatrix);
- worldNormal = rotN * gl_Normal;
- worldNormal = normalize(worldNormal);
- gl_Position = ftransform();
- pos = gl_ModelViewMatrix * gl_Vertex;
- rawpos = gl_Vertex;
- vertexColor = gl_Color;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- }
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