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path: root/shaders/view_tangents.frag
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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);
}