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- uniform mat4 g_WorldViewProjectionMatrix;
- uniform mat4 g_WorldViewMatrix;
- attribute vec3 inPosition;
- attribute vec3 inNormal;
- //out
- varying vec2 texCoord1;
- vec2 getTexCoord(vec3 normal, vec3 position){
- vec2 tileUV = vec2(dot(normal.zxy, position),
- dot(normal.yzx, position));
- vec2 tileOffset = vec2(0,0);
- return tileOffset + (1.0/16.0) * fract(tileUV);
- }
- void main() {
- // Vertex transformation
- vec4 local = g_WorldViewProjectionMatrix * vec4(inPosition,1.0);
- gl_Position = local;
- texCoord1 = getTexCoord(inNormal,local.xyz);
- }
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