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			21 lines
		
	
	
	
		
			545 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
	
		
			545 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 110
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| 
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| varying vec3 eye_position;
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| varying vec3 eye_normal;
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| 
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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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| 
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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_position = (gl_ModelViewMatrix * world_position).xyz;
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|     eye_normal = gl_NormalMatrix * world_normal();    
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| }
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