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Only apply ambient occlusion to the ambient lighting component
[libs/gl.git] / demos / desertpillars / data / billboard.glsl
1 import unlit;
2
3 #pragma MSP stage(vertex)
4 vec4 get_vertex_position() override
5 {
6         return vec4(mat3(world_eye_matrix)*vertex.xyz, 1.0);
7 }