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@ -19,9 +19,9 @@ mat3 inverse(mat3 m) |
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; |
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; |
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; |
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float b01 = a22*a11 - a12*a21; |
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float b01 = a22*a11 - a12*a21; |
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float b11 = -a22*a10 + a12*a20; |
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float b21 = a21*a10 - a11*a20; |
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float b21 = a21*a10 - a11*a20; |
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float det = a00*b01 + a01*b11 + a02*b21; |
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return mat3(b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11), |
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b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10), |
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@ -39,10 +39,10 @@ void main() |
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{ |
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fragPosition = vec3(matModel * vec4(vertexPosition, 1.0)); |
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fragTexCoord = vertexTexCoord; |
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fragColor = vertexColor; |
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fragColor = vertexColor; |
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mat3 normalMatrix = transpose(inverse(mat3(matModel))); |
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fragNormal = normalize(normalMatrix * vertexNormal); |
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fragNormal = normalize(normalMatrix * vertexNormal); |
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gl_Position = mvp * vec4(vertexPosition, 1.0); |
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gl_Position = mvp * vec4(vertexPosition, 1.0); |
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} |