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#version 120 | |
// === vertex shader | |
// | |
// When you use OpenGL Shader Builder to execute shader programs, | |
// * select plane as geometry | |
// * set resolution to 640x480 | |
// * set scale_factor to 2.5 | |
uniform vec2 resolution; |
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#version 120 | |
// === vertex shader | |
// | |
// When you use OpenGL Shader Builder to execute shader programs, | |
// * select plane as geometry | |
// * set resolution to 640x480 | |
// * set scale_factor to 2.5 | |
uniform vec2 resolution; |
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// vertex shader | |
#version 120 | |
uniform vec3 light_position; // in eye space | |
varying vec3 light_dir; | |
varying vec3 eye_dir; | |
varying vec2 uv; | |
vec3 calculate_tangent(vec3 n) { |
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// vertex shader ---------------------------------- | |
uniform float t; | |
uniform float freq; | |
uniform float amp; | |
varying vec3 normal; | |
varying vec2 uv; | |
void main() |
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