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- // ---------------------------------------------------------------------------
- << VERT cuberender.vert >>
- #version 150
- in vec3 va_normal;
- in vec4 va_vertex;
- uniform vec4 material_color;
- uniform mat4 modelViewProjectionMatrix;
- out vec3 normal, worldPos;
- out vec4 color;
- void main(void) {
- normal = va_normal; // worldspace(gl_NormalMatrix * va_normal).xyz;
- color = material_color;
- worldPos = va_vertex.xyz; // TODO: *matrix
- gl_Position = modelViewProjectionMatrix * va_vertex; // gl_ModelViewProjectionMatrix * va_vertex;
- }
- // ---------------------------------------------------------------------------
- << FRAG cuberender.frag >>
- #version 150
- in vec3 normal, worldPos;
- in vec4 color;
- out vec4 out_color;
- out vec3 out_normal, out_pos;
- void main(void) {
- out_color = color;
- out_normal = vec3(normalize(normal.xyz)*0.5+vec3(0.5,0.5,0.5));
- out_pos = worldPos;
- }
- // ---------------------------------------------------------------------------
- << SHADER cuberender >>
- vert cuberender.vert
- frag cuberender.frag
- // ---------------------------------------------------------------------------
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