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- precision highp float;
- // Attributes
- attribute vec3 position;
- attribute vec3 normal;
- // Uniforms
- uniform mat4 projection;
- uniform mat4 world;
- uniform mat4 view;
- uniform mat4 worldView;
- // Varying
- #ifdef TRANSPARENT
- varying vec4 vCameraSpacePosition;
- #endif
- varying vec3 vPosition;
- varying vec3 vNormal;
- #include<fogVertexDeclaration>
- void main(void) {
- #ifdef FOG
- vec4 worldPos = world * vec4(position, 1.0);
- #endif
- #include<fogVertex>
- vec4 cameraSpacePosition = worldView * vec4(position, 1.0);
- gl_Position = projection * cameraSpacePosition;
- #ifdef TRANSPARENT
- vCameraSpacePosition = cameraSpacePosition;
- #endif
- vPosition = position;
- vNormal = normal;
- }
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