2023-02-19 15:47:55 +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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2023-04-07 06:17:37 +00:00
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layout(location = 3) in vec4 multitexcoord0;
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2023-02-19 15:47:55 +00:00
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out vec3 rawpos;
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2023-04-07 06:17:37 +00:00
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out vec2 texcoord;
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2023-02-19 15:47:55 +00:00
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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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void main()
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{
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rawpos = pos.xyz / pos.w;
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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2023-04-07 06:17:37 +00:00
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texcoord = multitexcoord0.st;
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2023-02-19 15:47:55 +00:00
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vec3 tangent = cross(normal, vec3(1.0, 0.0, 0.0));
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vec3 binormal = cross(normal, tangent);
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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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