init versie
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#version 400
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uniform mat4 camera;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 normalMatrix;
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uniform mat4 modelMatrix;
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 inCoord;
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layout (location = 2) in float zPos;
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layout (location =3) in vec3 inNormal;
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//in float height;
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out vec2 fragTexCoord;
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out vec2 tilePos;
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out vec3 fragVert;
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smooth out vec3 vWorldPos;
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uniform mat4 MVP;
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smooth out vec3 vNormal;
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out float z_pos;
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void main()
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{
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vec4 inPositionScaled = vec4(position, 1.0);
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gl_Position = MVP *vec4(position.x,position.y,zPos, 1.0);
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vec4 texp= modelViewMatrix *vec4(position.x,position.y,0, 1.0);
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fragTexCoord = vec2(texp.x/2,texp.y/2);
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vec4 tpos = modelMatrix*vec4(position.x,position.y,0, 1.0);
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tilePos = vec2(tpos.x,tpos.y);
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//vColor = vec4(color, 1.0);
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vec4 vRes = vec4(inNormal, 0.0);
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vNormal = inNormal.xyz;
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fragVert = position;
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vec4 vWorldPosLocal =modelMatrix*inPositionScaled;
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vWorldPos = vWorldPosLocal.xyz;
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z_pos=zPos;
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}
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