27 lines
628 B
GLSL
27 lines
628 B
GLSL
uniform vec3 light1Pos;
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uniform vec3 light2Pos;
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uniform vec3 light3Pos;
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uniform mat4 invCamMat;
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varying vec3 N;
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varying vec3 pos;
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varying vec3 wpos;
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varying vec3 l1_pos;
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varying vec3 l2_pos;
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varying vec3 l3_pos;
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void main()
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{
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N = gl_NormalMatrix * gl_Normal;
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vec4 epos = gl_ModelViewMatrix * gl_Vertex;
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wpos = (invCamMat * epos).xyz;
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pos = epos.xyz;
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l1_pos = (gl_ModelViewMatrix * vec4(light1Pos,1.0)).xyz;
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l2_pos = (gl_ModelViewMatrix * vec4(light2Pos,1.0)).xyz;
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l3_pos = (gl_ModelViewMatrix * vec4(light3Pos,1.0)).xyz;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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} |