3 attribute vec3 inVertexPosition;
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4 attribute vec3 inVertexNormal;
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5 attribute vec4 inVertexColor;
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6 attribute vec2 inTexCoord0;
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7 attribute vec2 inTexCoord1;
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11 uniform mat4 uWVPMatrix;
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12 uniform mat4 uWVMatrix;
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13 uniform mat4 uNMatrix;
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14 uniform mat4 uTMatrix0;
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15 uniform mat4 uTMatrix1;
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17 uniform vec4 uGlobalAmbient;
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18 uniform vec4 uMaterialAmbient;
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19 uniform vec4 uMaterialDiffuse;
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20 uniform vec4 uMaterialEmissive;
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21 uniform vec4 uMaterialSpecular;
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22 uniform float uMaterialShininess;
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24 uniform float uThickness;
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28 varying vec2 vTextureCoord0;
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29 varying vec2 vTextureCoord1;
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30 varying vec4 vVertexColor;
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31 varying vec4 vSpecularColor;
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32 varying float vFogCoord;
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36 gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
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37 gl_PointSize = uThickness;
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39 vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
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40 vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
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42 vec4 TextureCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 1.0, 1.0);
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43 vTextureCoord1 = vec4(uTMatrix1 * TextureCoord1).xy;
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45 vVertexColor = inVertexColor.bgra;
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46 vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
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48 vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
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50 vFogCoord = length(Position);
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