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Dec 20th, 2014
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  1. #version 330
  2.  
  3. uniform mat4 viewMatrix;
  4. uniform mat4 projectionMatrix;
  5. uniform mat4 modelMatrix;
  6. uniform mat3 normalMatrix;
  7. uniform mat3 normalModelMatrix;
  8. uniform vec4 modelColor;
  9.  
  10. layout (location = 0) in vec3 position;
  11. layout (location = 1) in vec3 normal;
  12. layout (location = 2) in vec2 texCoords;
  13. layout (location = 3) in vec4 in_Color;
  14.  
  15. out vec3 vNormal;
  16. out vec2 vTexCoords;
  17. out vec4 vColor;
  18. out vec3 vEyePosition;
  19.  
  20. void main(){
  21.     vEyePosition = (viewMatrix * modelMatrix * vec4(position, 1.0)).xyz;
  22.     gl_Position = projectionMatrix * vec4(vEyePosition, 1.0);
  23.    
  24.     vNormal = normalMatrix * normalModelMatrix * normal;
  25.    
  26.     vTexCoords = texCoords;
  27.     vColor = in_Color * modelColor;
  28. }
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