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1uniform mat4 g_ViewMatrix;
2uniform mat4 g_ProjectionMatrix;
3uniform mat4 g_WorldMatrix;
4
5uniform vec3 m_NormalScale;
6
7attribute vec3 inPosition;
8attribute vec3 inNormal;
9
10varying vec3 direction;
11
12void main(){
13    // set w coordinate to 0
14    vec4 pos = vec4(inPosition, 0.0);
15
16    // compute rotation only for view matrix
17    pos = g_ViewMatrix * pos;
18
19    // now find projection
20    pos.w = 1.0;
21    gl_Position = g_ProjectionMatrix * pos;
22
23    vec4 normal = vec4(inNormal * m_NormalScale, 0.0);
24    direction = normalize( (g_WorldMatrix * normal).xyz );
25}
26