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- precision highp float;
- #define MAX_LENGTH 500.0
- attribute vec3 in_Position;
- attribute vec3 in_Normal;
- attribute vec2 in_Texcoord;
- uniform vec3 u_vLight;
- varying vec2 v_vTexcoord;
- void main()
- {
- vec2 delta = in_Position.xy - u_vLight.xy;
-
- gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION]*vec4(in_Position.xy + MAX_LENGTH*(in_Position.z*delta + u_vLight.z*in_Normal.z*normalize(vec2(delta.y, -delta.x))), 0.0, 1.0);
-
- v_vTexcoord = in_Texcoord;
- }
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