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GLSL
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uniform mat4 ModelMatrix;
uniform mat4 RSMMatrix;
uniform vec2 texture_trans = vec2(0., 0.);
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#ifdef Explicit_Attrib_Location_Usable
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 SecondTexcoord;
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#else
in vec3 Position;
in vec3 Normal;
in vec4 Color;
in vec2 Texcoord;
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in vec2 SecondTexcoord;
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#endif
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out vec3 nor;
out vec2 uv;
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out vec2 uv_bis;
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out vec4 color;
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void main(void)
{
mat4 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix;
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mat4 TransposeInverseModel = transpose(inverse(ModelMatrix));
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
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uv = vec2(Texcoord.x + texture_trans.x, Texcoord.y + texture_trans.y);
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uv_bis = SecondTexcoord;
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color = Color.zyxw;
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}