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- #define ATTENUATION
- //#define HQ_ATTENUATION
- uniform mat4 g_WorldViewProjectionMatrix;
- uniform mat4 g_WorldViewMatrix;
- uniform mat4 g_ProjectionMatrix;
- uniform mat3 g_NormalMatrix;
- uniform mat4 g_ViewMatrix;
- uniform mat4 g_WorldMatrix;
- uniform vec3 g_CameraPosition;
- uniform float g_Time;
- varying vec3 texCoord;
- varying vec3 texCoord2;
- varying vec3 vecPosition;
- varying vec3 vecPositionInWorld;
- varying vec3 vecNormal;
- varying float mipMapDepth;
- attribute vec3 inPosition;
- attribute vec3 inTexCoord;
- attribute vec3 inTexCoord2;
- attribute vec3 inNormal;
- #ifdef SHIFT
- uniform vec3 m_ShiftVector;
- uniform mat3 m_ShiftRotation;
- #endif
- void main(){
- vec4 pos = vec4(inPosition, 1.0);
- gl_Position = g_WorldViewProjectionMatrix * pos;
- //position within sector
- vecPosition = inPosition;
- #ifdef SHIFT
- vecPosition = m_ShiftRotation * vecPosition;
- vecPosition += m_ShiftVector;
- #endif
- vecNormal = inNormal;
- texCoord = inTexCoord;
- texCoord2 = inTexCoord2;
- //position within the world
- vecPositionInWorld = vec3(g_WorldMatrix * pos);
- }
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