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  1. attribute vec3 pos;
  2. attribute vec2 texcoord;
  3. attribute vec3 normal;
  4. attribute vec3 offset;
  5. uniform mat4 M;
  6. uniform mat4 V;
  7. uniform mat4 P;
  8. uniform mat4 NM;
  9. varying vec3 V_Normal;
  10. varying vec4 V_WorldPos;//��ǰ��λ��
  11. varying vec2 V_Texcoord;
  12. void main() {
  13. V_Normal = mat3(NM)*normal;
  14. V_WorldPos = M * vec4(pos, 1.0) + vec4(offset, 1.0f);
  15. V_Texcoord = texcoord;
  16. gl_Position = P*V*V_WorldPos;
  17. }