shader
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@ -1,6 +1,14 @@
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vertexID = gl_VertexID;
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vPosition = position.xyz + normal;
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vUv = uv;
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float distanceToNextVertex = length(u_resolution - vec3(0.0, 0.0, 0.0));
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vDistance = distanceToNextVertex;
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vPosition = position.xyz + normal;
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vec3 scale;
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scale.x = length(modelMatrix[0].xyz);
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scale.y = length(modelMatrix[1].xyz);
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scale.z = length(modelMatrix[2].xyz);
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// Применяем масштаб к позиции вершины
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vPosition = position * scale;
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