1 | precision mediump float;
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2 |
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3 | attribute vec3 position;
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4 | attribute vec4 id;
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5 |
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6 | uniform mat4 model, view, projection;
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7 |
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8 | varying vec3 f_position;
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9 | varying vec4 f_id;
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10 |
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11 | void main() {
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12 | gl_Position = projection * view * model * vec4(position, 1.0);
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13 | f_id = id;
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14 | f_position = position;
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15 | } |
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