vec4 vertexShader( in attr!(vec3, `positions`) inPos, in attr!(vec3, `normals`) inNorm, out vec3 norm) { static if (compute) { inNorm = modelMat.rotate(inNorm); norm = inNorm; return comboMat.xform(vec4(inPos.x, inPos.y, inPos.z, 1)); } else return vec4.zero; } void pixelShader( in vec3 inNorm, inout Color output) { static if (compute) { Color col = float3ToColor( inNorm.x * 0.5f + 0.5f, inNorm.y * 0.5f + 0.5f, inNorm.z * 0.5f + 0.5f); col.a = 128; Blending.overlay(col, &output); }}