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21
shaders/gbuffers_terrain.vsh
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21
shaders/gbuffers_terrain.vsh
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#version 150
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 chunkOffset;
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in vec3 vaPosition;
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in vec4 vaColor;
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in vec2 vaUV0;
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in ivec2 vaUV2;
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out vec2 texCoord;
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out vec4 tintColor;
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out vec2 lightCoord;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4(vaPosition + chunkOffset, 1.0);
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texCoord = vaUV0;
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tintColor = vaColor;
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lightCoord = vaUV2 / 256.0;
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}
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