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Shubidumdugreggman
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Update varying to out in korean version
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webgl/lessons/ko/webgl-3d-lighting-directional.md

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@@ -345,7 +345,7 @@ in vec3 a_normal;
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*uniform mat4 u_worldViewProjection;
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+uniform mat4 u_world;
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varying vec3 v_normal;
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out vec3 v_normal;
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void main() {
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// 위치값을 행렬과 곱해줍니다.

webgl/lessons/ko/webgl-3d-lighting-point.md

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@@ -173,8 +173,7 @@ halfVector와 표면의 법선이 동일하면 빛이 뷰/눈/카메라로 완
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uniform mat4 u_worldViewProjection;
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uniform mat4 u_worldInverseTranspose;
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varying vec3 v_normal;
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out vec3 v_normal;
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out vec3 v_surfaceToLight;
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+out vec3 v_surfaceToView;
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