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@@ -1,26 +1,23 @@
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+#version 140
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-// Positions can be world or local space, since world and normal
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-// matrices are identity for world vertex space materials.
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-// If world vertex space is selected, you can remove the
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-// normal matrix multiplication for optimal performance.
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+in highp vec4 position;
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+in mediump vec2 texcoord0;
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+in mediump vec3 normal;
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-attribute highp vec4 position;
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-attribute mediump vec2 texcoord0;
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-attribute mediump vec3 normal;
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-
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-uniform mediump mat4 mtx_worldview;
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-uniform mediump mat4 mtx_view;
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-uniform mediump mat4 mtx_proj;
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-uniform mediump mat4 mtx_normal;
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+uniform vp_uniforms
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+{
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+ mediump mat4 mtx_worldview;
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+ mediump mat4 mtx_proj;
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+};
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-varying highp vec4 var_position;
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-varying mediump vec3 var_normal;
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-varying mediump vec2 var_texcoord0;
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+out highp vec4 var_position;
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+out mediump vec2 var_texcoord0;
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void main()
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void main()
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{
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{
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- vec4 p = mtx_worldview * vec4(position.xyz, 1.0);
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+ highp vec4 p = mtx_worldview * vec4(position.xyz, 1.0);
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var_texcoord0 = texcoord0;
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var_texcoord0 = texcoord0;
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+
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gl_Position = mtx_proj * p;
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gl_Position = mtx_proj * p;
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}
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}
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