add projection and modelview matrices to obj shader
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@ -1,5 +1,7 @@
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uniform float scale;
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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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@ -9,7 +11,7 @@ varying vec3 normal_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(scale * 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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normal_i = gl_NormalMatrix * normal;
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normal_i = modelview * vec4(normal, 1);
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}
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}
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