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- uniform float m_tilingFactor;
- uniform mat4 g_WorldViewProjectionMatrix;
- uniform mat4 g_WorldMatrix;
- uniform mat3 g_NormalMatrix;
- uniform vec4 g_LightDirection;
- uniform vec4 g_LightPosition;
- uniform float m_terrainSize;
- attribute vec4 inTexCoord;
- attribute vec3 inNormal;
- attribute vec3 inPosition;
- varying vec3 normal;
- varying vec4 position;
- void main()
- {
- normal = normalize(inNormal);
- position = g_WorldMatrix * vec4(inPosition, 0.0);
- gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1);
- }
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