glsl/block_vertex.glsl now passes vertex attributes to the fragment shader
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@@ -10,7 +10,15 @@ uniform mat4 matrix_projection;
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uniform mat4 matrix_view;
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out vec3 frag_texture;
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out float frag_lighting;
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void main()
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{
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gl_Position = vec4(vertex_position, 1.0f);
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gl_Position = matrix_projection * matrix_view * vec4(vertex_position, 1.0f);
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frag_texture = vertex_texture;
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frag_lighting = vertex_lighting;
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}
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