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			#version 100 | 
			
		
		
	
		
			
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			// Input vertex attributes | 
			
		
		
	
		
			
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			attribute vec3 vertexPosition; | 
			
		
		
	
		
			
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			attribute vec2 vertexTexCoord; | 
			
		
		
	
		
			
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			attribute vec3 vertexNormal; | 
			
		
		
	
		
			
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			attribute vec4 vertexColor; | 
			
		
		
	
		
			
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			attribute mat4 instance; | 
			
		
		
	
		
			
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			// Input uniform values | 
			
		
		
	
		
			
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			uniform mat4 mvp; | 
			
		
		
	
		
			
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			// Output vertex attributes (to fragment shader) | 
			
		
		
	
		
			
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			varying vec3 fragPosition; | 
			
		
		
	
		
			
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			varying vec2 fragTexCoord; | 
			
		
		
	
		
			
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			varying vec4 fragColor; | 
			
		
		
	
		
			
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			varying vec3 fragNormal; | 
			
		
		
	
		
			
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			// NOTE: Add here your custom variables | 
			
		
		
	
		
			
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			// https://github.com/glslify/glsl-inverse | 
			
		
		
	
		
			
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			mat3 inverse(mat3 m) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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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 b11 = -a22*a10 + a12*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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			              b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// https://github.com/glslify/glsl-transpose | 
			
		
		
	
		
			
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			mat3 transpose(mat3 m) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			  return mat3(m[0][0], m[1][0], m[2][0], | 
			
		
		
	
		
			
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			              m[0][1], m[1][1], m[2][1], | 
			
		
		
	
		
			
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			              m[0][2], m[1][2], m[2][2]); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			void main() | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    // Send vertex attributes to fragment shader | 
			
		
		
	
		
			
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			    fragPosition = vec3(instance*vec4(vertexPosition, 1.0)); | 
			
		
		
	
		
			
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			    fragTexCoord = vertexTexCoord; | 
			
		
		
	
		
			
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			    fragColor = vertexColor; | 
			
		
		
	
		
			
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			    mat3 normalMatrix = transpose(inverse(mat3(instance))); | 
			
		
		
	
		
			
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			    fragNormal = normalize(normalMatrix*vertexNormal); | 
			
		
		
	
		
			
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			    mat4 mvpi = mvp*instance; | 
			
		
		
	
		
			
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			    // Calculate final vertex position | 
			
		
		
	
		
			
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			    gl_Position = mvpi*vec4(vertexPosition, 1.0); | 
			
		
		
	
		
			
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			} |