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28 lines
675 B
GLSL
28 lines
675 B
GLSL
#version 330 core
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layout (location = 0) in vec3 inPosition;
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layout (location = 1) in vec2 inTexCoords;
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in int inLightType;
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in vec3 inLightPosition;
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in vec3 inLightAmbient;
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in vec3 inLightDiffuse;
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in vec3 inLightSpecular;
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flat out int outLightType;
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out vec3 outLightPosition;
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out vec3 outLightAmbient;
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out vec3 outLightDiffuse;
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out vec3 outLightSpecular;
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out vec2 outTexCoords;
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void main() {
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gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
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outLightType = inLightType;
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outLightPosition = inLightPosition;
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outLightAmbient = inLightAmbient;
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outLightDiffuse = inLightDiffuse;
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outLightSpecular = inLightSpecular;
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outTexCoords = inTexCoords;
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} |