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<root dataType="Struct" type="Duality.Resources.VertexShader" id="129723834">
<assetInfo dataType="Struct" type="Duality.Editor.AssetManagement.AssetInfo" id="427169525">
<importerId dataType="String">BasicShaderAssetImporter</importerId>
<nameHint dataType="String">Light</nameHint>
</assetInfo>
<source dataType="String">uniform float CameraFocusDist;
uniform vec3 CameraPosition;
varying vec3 worldSpacePos;
varying mat2 objTransform;
attribute vec4 objTrAttrib;
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
float camDistScaleInv = gl_Vertex.z / CameraFocusDist;
worldSpacePos = CameraPosition + vec3(gl_Vertex.xy * camDistScaleInv, gl_Vertex.z);
objTransform = mat2(objTrAttrib.x, objTrAttrib.y, objTrAttrib.z, objTrAttrib.w);
}</source>
</root>
<!-- XmlFormatterBase Document Separator -->