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precision highp float;
in vec4 Tangent;
out vec4 FragColour;
void main() {
vec3 T = normalize(Tangent.xyz);
FragColour = vec4(pow(T, vec3(1.0 / 2.2)), 1.0);FragColour = vec4(pow(T, vec3(1.0 / 2.2)), 1.0);
// View sign.
// float sign = Tangent.w;
// float R = sign > 0.0 ? 1.0 : 0.0;
// float B = sign < 0.0 ? 1.0 : 0.0;
// vec3 signColour = vec3(R,0.0,B);
// FragColour = vec4(pow(signColour, vec3(1.0 / 2.2)), 1.0);
}
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