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- // Phong shading
- #version 420 core
- in vec3 aPos;
- in vec3 aNorm;
- in vec2 aTexCoord;
- out vec2 vTexCoord;
- out vec3 vPosWorld;
- out vec3 vNormWorld;
- uniform mat4 uMat;
- uniform mat4 uMatWorld;
- void main(void) {
- vPosWorld = vec3(uMatWorld * vec4(aPos, 1.0));
- vNormWorld = normalize(vec3(uMatWorld * vec4(aNorm, 0.0)));
- vTexCoord = aTexCoord;
- gl_Position = uMat * vec4(aPos, 1.0);
- }
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