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#version 330 core
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec4 v_light;
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out vec4 a_color;
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out vec2 a_texCoord;
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uniform mat4 model;
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uniform mat4 projview;
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void main(){
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vec4 position = projview * model * vec4(v_position, 1.0);
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a_color = vec4(v_light.r,v_light.g,v_light.b,1.0f);
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a_texCoord = v_texCoord;
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a_color.rgb += v_light.a;
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a_color.rgb *= 1.0-position.z*0.0025;
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//a_color.rgb = pow(a_color.rgb, vec3(1.0/0.7));
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gl_Position = position;
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}
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