13 lines
247 B
GLSL
13 lines
247 B
GLSL
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varying vec3 coords;
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uniform vec3 min_location;
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uniform vec3 invsize;
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uniform vec3 ob_sizei;
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0);
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coords = (gl_Vertex.xyz - min_location) * invsize;
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}
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