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#version 130
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uniform vec3 windDir;
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noperspective out vec3 nor;
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void main()
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{
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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vec4 vertexPosition = gl_Vertex;
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vertexPosition.xyz += windDir * gl_Color.r;
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nor = gl_NormalMatrix * gl_Normal;
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gl_Position = gl_ModelViewProjectionMatrix * vertexPosition;
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}
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