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neofx-zoom-plusplus/shader/light.vert

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GLSL
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varying vec4 diffuse, ambient;
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varying vec3 normal, pos;
void main() {
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normal = gl_NormalMatrix * gl_Normal;
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pos = vec3(gl_ModelViewMatrix * gl_Vertex);
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}