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DemoGL4D/shaders/cube.vs

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#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 texCoord;
uniform mat4 proj;
uniform mat4 modview;
uniform mat4 view;
out vec4 vsoColor;
out float il;
const vec3 Ld = vec3(0., -.707, -.707);
void main() {
vec3 n = (transpose(inverse(modview)) * vec4(normal, 0.0)).xyz;
il = clamp(dot(n, -Ld), 0.0, 1.0);
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gl_Position = proj * view * modview * vec4(position, 1.);
vsoColor = vec4(texCoord, 0.5, 1);
}