Init
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uniform mat4 g_modelViewMatrix;
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uniform mat4 g_projMatrix;
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attribute vec3 position_attr;
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attribute vec3 normal_attr;
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attribute vec2 texcoord0_attr;
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varying vec2 texcoord0;
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varying vec4 lighting;
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varying vec4 normal;
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void main()
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{
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gl_Position = g_projMatrix * g_modelViewMatrix * vec4(position_attr, 1.0);
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normal = normalize(g_modelViewMatrix * vec4(normal_attr, 0.0));
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float lighting_scalar = clamp(normal.z, 0.4, 1.0);
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lighting = vec4(lighting_scalar, lighting_scalar, lighting_scalar, 1.0);
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texcoord0 = texcoord0_attr;
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}
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