protot/data/shaders/vs_default.glsl

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#version 150 core
#extension GL_ARB_explicit_attrib_location : require
in vec4 inCoord;
in vec3 inNormal;
in vec2 inUV;
in vec4 inColor;
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uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
uniform vec3 uLightDirection;
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uniform vec3 uViewPosition;
smooth out vec4 ioFragColor;
out vec3 ioNormal;
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out vec3 ioFragPosition;
void main() {
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gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord;
ioFragColor = inColor;
ioNormal = inNormal;
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ioFragPosition = (uModelMatrix * inCoord).xyz;
}