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+//
+// Vertex shader for cartoon-style shading
+//
+// Author: Philip Rideout
+//
+// Copyright (c) 2005 3Dlabs Inc. Ltd.
+//
+//
+//
+/************************************************************************
+* *
+* Copyright (C) 2002-2006 3Dlabs Inc. Ltd. *
+* *
+* All rights reserved. *
+* *
+* Redistribution and use in source and binary forms, with or without *
+* modification, are permitted provided that the following conditions *
+* are met: *
+* *
+* Redistributions of source code must retain the above copyright *
+* notice, this list of conditions and the following disclaimer. *
+* *
+* Redistributions in binary form must reproduce the above *
+* copyright notice, this list of conditions and the following *
+* disclaimer in the documentation and/or other materials provided *
+* with the distribution. *
+* *
+* Neither the name of 3Dlabs Inc. Ltd. nor the names of its *
+* contributors may be used to endorse or promote products derived *
+* from this software without specific prior written permission. *
+* *
+* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS *
+* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT *
+* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS *
+* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE *
+* COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, *
+* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, *
+* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; *
+* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER *
+* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT *
+* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN *
+* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE *
+* POSSIBILITY OF SUCH DAMAGE. *
+* *
+************************************************************************/
+
+
+varying vec3 Normal;
+
+void main(void)
+{
+ Normal = normalize(gl_NormalMatrix * gl_Normal);
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}