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2018-07-17 14:15:37 +02:00

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attribute vec4 in_position;
attribute vec3 in_normal;
attribute vec2 in_uv;
varying float distortion;
varying vec2 uv;
varying vec3 normal;
varying vec3 v;
void main() {
distortion = abs(in_uv.y-0.5) * 2.0;
uv = in_uv;
vec4 vertPos = gl_ModelViewMatrix * in_position;
v = vertPos.xyz;
gl_Position = gl_ProjectionMatrix * vertPos;
normal = normalize(gl_NormalMatrix * in_normal);
}