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Removed unused shader.
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#version 120
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//
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// eye.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 9/25/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// transform and store the normal for interpolation
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normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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// compute standard diffuse lighting per-vertex
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gl_FrontColor = vec4(gl_Color.rgb * (gl_LightModel.ambient.rgb + gl_LightSource[0].ambient.rgb +
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gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position))), gl_Color.a);
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// pass along the texture coordinate
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// use standard pipeline transform
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gl_Position = ftransform();
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}
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