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in vec4 vertPosition;
in vec3 vertNormal;
out vec4 fragImpactUV;
out float fragNormOffset;
layout (std140) uniform matrixData {
mat4 modelViewMatrix;
mat4 projMatrix;
};
layout (std140) uniform genericData {
mat4 shieldModelViewMatrix;
mat4 shieldProjMatrix;
vec3 hitNormal;
int srgb;
vec4 color;
int shieldMapIndex;
};
void main()
{
gl_Position = projMatrix * modelViewMatrix * vertPosition;
//vec3 normal = normalize(mat3(modelViewMatrix) * vertNormal);
fragNormOffset = dot(hitNormal, vertNormal);
fragImpactUV = shieldProjMatrix * shieldModelViewMatrix * vertPosition;
fragImpactUV += 1.0f;
fragImpactUV *= 0.5f;
}
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