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/**
* @file diffuseSkinnedV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
varying vec3 vary_normal;
mat4 getObjectSkinnedTransform();
void main()
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
mat4 mat = getObjectSkinnedTransform();
mat = gl_ModelViewMatrix * mat;
vec3 pos = (mat*gl_Vertex).xyz;
vec4 norm = gl_Vertex;
norm.xyz += gl_Normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
vary_normal = norm.xyz;
gl_FrontColor = gl_Color;
gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
}
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