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			19 lines
		
	
	
	
		
			456 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			19 lines
		
	
	
	
		
			456 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 110
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varying vec3 eye_normal;
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vec3 world_normal()
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{
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    // the world normal is always parallel to the world XY plane
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    // the x component is stored into gl_Vertex.w
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    float x = gl_Vertex.w;
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    float y = sqrt(1.0 - x * x);
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    return vec3(x, y, 0.0);
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}
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void main()
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{
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    vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
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    gl_Position = gl_ModelViewProjectionMatrix * world_position;
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    eye_normal = gl_NormalMatrix * world_normal();    
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}
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