initial commit
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@@ -1,8 +1,13 @@
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in vec4 a_color;
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in vec2 a_texCoord;
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in vec3 a_position;
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in vec3 a_dir;
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in vec3 a_normal;
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in float a_fog;
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out vec4 f_color;
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layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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uniform sampler2D u_texture0;
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uniform samplerCube u_cubemap;
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@@ -20,4 +25,6 @@ void main() {
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discard;
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f_color = mix(a_color * tex_color, vec4(fogColor,1.0), a_fog);
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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}
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