import obj shader changes into obj_tex
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@ -17,7 +17,7 @@ void main(void)
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color = vec4(0.2, 0.2, 0.2, 1.0) * ambient; /* ambient light */
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color = vec4(0.2, 0.2, 0.2, 1.0) * ambient; /* ambient light */
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n = normalize(normal_i);
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n = normalize(normal_i);
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NdotL = max(dot(n, -lightDir), 0.0);
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NdotL = dot(n, -lightDir);
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if (NdotL > 0.0)
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if (NdotL > 0.0)
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{
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{
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@ -1,4 +1,8 @@
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uniform float scale;
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uniform mat4 projection;
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uniform mat4 modelview;
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attribute vec3 pos;
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attribute vec3 pos;
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attribute vec3 normal;
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attribute vec3 normal;
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attribute vec2 tex_coord;
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attribute vec2 tex_coord;
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@ -9,8 +13,8 @@ varying vec2 tex_coord_i;
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void main(void)
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void main(void)
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{
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1);
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gl_Position = projection * modelview * vec4(scale * pos, 1);
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pos_i = gl_Position.xyz;
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pos_i = gl_Position.xyz;
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tex_coord_i = tex_coord;
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tex_coord_i = tex_coord;
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normal_i = gl_NormalMatrix * normal;
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normal_i = modelview * vec4(normal, 0);
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}
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}
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