LightShaderTexVert.glsl 670 octets
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#define PROCESSING_TEXLIGHT_SHADER

uniform mat4 modelview;
uniform mat4 transform;
uniform mat3 normalMatrix;

attribute vec4 position;
attribute vec4 color;
attribute vec3 normal;
attribute vec4 emissive;
attribute float shininess;
attribute vec2 texCoord;

varying vec4 vertColor;
varying vec4 vertEmissive;
varying float vertShininess;
varying vec3 ecNormal;
varying vec3 ecPosition;
varying vec2 uv;

void main() {
  gl_Position   = transform * position;
  ecPosition    = vec3(modelview * position);
  ecNormal      = normalize(normalMatrix * normal);
  vertEmissive  = emissive;
  vertColor     = color;
  vertShininess = shininess;
  uv            = texCoord;
}