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sh_ink_blend.vsh 593 B

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  1. //
  2. // Simple passthrough vertex shader
  3. //
  4. attribute vec3 in_Position; // (x,y,z)
  5. //attribute vec3 in_Normal; // (x,y,z) unused in this shader.
  6. attribute vec4 in_Colour; // (r,g,b,a)
  7. attribute vec2 in_TextureCoord; // (u,v)
  8. varying vec2 v_vTexcoord;
  9. varying vec4 v_vColour;
  10. void main()
  11. {
  12. vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
  13. gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
  14. v_vColour = in_Colour;
  15. v_vTexcoord = in_TextureCoord;
  16. }