use swizzle syntax
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@ -8,6 +8,6 @@ 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(pos, 1);
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1);
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pos_i = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
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pos_i = gl_Position.xyz;
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normal_i = gl_NormalMatrix * normal;
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normal_i = gl_NormalMatrix * normal;
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}
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}
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