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Cluster/clusterApp/Res/shader/prog_model_ads.vp
2026-04-17 18:49:03 +08:00

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uniform mat4 u_mat4_mdv;
uniform mat4 u_mat4_prj;
uniform mat4 u_mat4_ads;
attribute vec3 a_v3_nor;
attribute vec3 a_v3_vtx;
varying vec3 vEyeNormal;
varying vec3 vPosition3;
void main()
{
vEyeNormal = vec3(u_mat4_mdv * vec4(a_v3_nor, 0.0));
vec4 vPosition4 = u_mat4_mdv * vec4(a_v3_vtx.x, a_v3_vtx.y, a_v3_vtx.z, 1.0);
vPosition3 = vPosition4.xyz / vPosition4.w;
gl_Position = u_mat4_prj * vPosition4;
}