vec4 vertexShader( in attr!(vec3, `positions`) inPos, in attr!(vec3, `normals`) inNorm, out vec3 col) { static if (compute) { inNorm = modelMat.rotate(inNorm); col = vec3(inNorm.x * 0.5f + 0.5f, inNorm.y * 0.5f + 0.5f, inNorm.z * 0.5f + 0.5f); return comboMat.xform(vec4(inPos.x, inPos.y, inPos.z, 1)); } else return vec4.zero; } void pixelShader( in vec3 col, out Color output) { static if (compute) { output = vec3ToColor(col); }}