2021-04-10 09:14:16 +00:00
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#version 330 core
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layout(location = 0) in vec4 pos;
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layout(location = 1) in vec3 normal;
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layout(location = 3) in vec4 multiTexCoord0;
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2021-07-31 10:59:16 +00:00
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layout(location = 6) in vec3 tangent;
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layout(location = 7) in vec3 binormal;
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2021-04-10 09:14:16 +00:00
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out vec2 texCoord;
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out mat3 TBN;
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uniform mat4 osg_ModelViewProjectionMatrix;
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uniform mat3 osg_NormalMatrix;
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2021-08-16 15:04:18 +00:00
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uniform bool flip_vertically;
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2021-04-10 09:14:16 +00:00
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void main()
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{
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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texCoord = multiTexCoord0.st;
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2021-08-16 15:04:18 +00:00
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if (flip_vertically)
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texCoord.y = 1.0 - texCoord.y;
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2021-04-10 09:14:16 +00:00
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vec3 T = normalize(osg_NormalMatrix * tangent);
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vec3 B = normalize(osg_NormalMatrix * binormal);
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vec3 N = normalize(osg_NormalMatrix * normal);
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TBN = mat3(T, B, N);
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}
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