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author3gg <3gg@shellblade.net>2025-06-27 10:18:39 -0700
committer3gg <3gg@shellblade.net>2025-06-27 10:18:39 -0700
commitbd57f345ed9dbed1d81683e48199626de2ea9044 (patch)
tree4221f2f2a7ad2244d2e93052bd68187ec91b8ea9 /shaders/view_normal_mapped_normals.vert
parent9a82ce0083437a4f9f58108b2c23b957d2249ad8 (diff)
Restructure projectHEADmain
Diffstat (limited to 'shaders/view_normal_mapped_normals.vert')
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diff --git a/shaders/view_normal_mapped_normals.vert b/shaders/view_normal_mapped_normals.vert
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1precision highp float;
2
3uniform mat4 Modelview;
4uniform mat4 Projection;
5
6layout (location = 0) in vec3 vPosition;
7layout (location = 1) in vec3 vNormal;
8layout (location = 2) in vec4 vTangent;
9layout (location = 3) in vec2 vTexcoord;
10
11out vec3 Normal;
12out vec4 Tangent;
13out vec3 Bitangent; // TODO: Compute here or in PS?
14out vec2 Texcoord;
15
16void main() {
17 Texcoord = vTexcoord;
18 Normal = mat3(Modelview) * vNormal;
19 Tangent = vec4(mat3(Modelview) * vTangent.xyz, vTangent.w);
20 Bitangent = cross(Normal, Tangent.xyz) * vTangent.w;
21 gl_Position = Projection * Modelview * vec4(vPosition, 1.0);
22}