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uniform mat4 mWorldViewProj;
3
uniform mat4 mInvWorld;
4
uniform mat4 mTransWorld;
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uniform vec3 mLightPos;
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uniform vec4 mLightColor;
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gl_Position = mWorldViewProj * gl_Vertex;
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vec4 normal = vec4(gl_Normal, 0.0);
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normal = mInvWorld * normal;
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normal = normalize(normal);
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vec4 worldpos = gl_Vertex * mTransWorld;
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vec4 lightVector = worldpos - vec4(mLightPos,1.0);
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lightVector = normalize(lightVector);
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float tmp2 = dot(-lightVector, normal);
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vec4 tmp = mLightColor * tmp2;
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gl_FrontColor = gl_BackColor = vec4(tmp.x, tmp.y, tmp.z, 0.0);
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gl_TexCoord[0] = gl_MultiTexCoord0;