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20
shaders/world.vsh
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20
shaders/world.vsh
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 norm;
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layout (location = 2) in vec2 coord;
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out vec3 vertex;
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out vec3 normal;
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out vec2 tex_coord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform sampler2D tex;
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uniform float density;
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void main() {
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vertex = vec3(model * vec4(pos, 1.0));
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normal = mat3(transpose(inverse(model))) * norm;
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tex_coord = coord * density / textureSize(tex, 0);
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gl_Position = projection * view * vec4(vertex, 1.0);
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}
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