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precision highp float;
uniform mat4 Modelview;
uniform mat4 Projection;
layout (location = 0) in vec3 vPosition;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec4 vTangent;
layout (location = 3) in vec2 vTexcoord;
out vec3 Normal;
out vec4 Tangent;
out vec3 Bitangent; // TODO: Compute here or in PS?
out vec2 Texcoord;
void main() {
Texcoord = vTexcoord;
Normal = mat3(Modelview) * vNormal;
Tangent = vec4(mat3(Modelview) * vTangent.xyz, vTangent.w);
Bitangent = cross(Normal, Tangent.xyz) * vTangent.w;
gl_Position = Projection * Modelview * vec4(vPosition, 1.0);
}
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