0ad/binaries/data/mods/public/shaders/instancing_light.vs

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vec3 lighting(vec3 normal);
vec3 InstancingNormal(vec3 normal);
vec4 InstancingPosition(vec4 position);
void main()
{
vec3 normal = InstancingNormal(gl_Normal);
vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = vec4(lighting(normal),1.0) * gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * worldPos;
}