13 lines
177 B
GLSL
13 lines
177 B
GLSL
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uniform mat4 ProjectionMatrix;
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in vec3 tangent;
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in vec3 viewPosition;
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flat in float colRand;
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out vec4 fragColor;
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void main()
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{
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fragColor.rgb = tangent;
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fragColor.a = 1.0;
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}
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