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- varying vec3 normal, lDir;
- void main()
- {
- vec4 vertex = vec4(gl_Vertex);
- normal = normalize(gl_NormalMatrix * gl_Normal);
- lDir = vec3(gl_LightSource[0].position.xyz - vertex);
- vertex += vec4(normal * sin(vertex.x), 0);
- vertex += vec4(normal * sin(vertex.y), 0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = gl_ModelViewProjectionMatrix * vertex;
- }
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