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2018-07-17 14:15:37 +02:00

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attribute vec4 in_color;
attribute vec4 in_position;
attribute vec3 in_normal;
attribute vec2 in_uv;
varying vec3 npos, vertPaint, origo;
varying vec3 normal, binormal, tangent;
varying vec2 uv;
uniform float flipState;
void main()
{
normal = normalize(gl_NormalMatrix * in_normal);
binormal = normalize(cross(normal, gl_NormalMatrix * vec3(0.0,0.999,0.04471017781)));
tangent = normalize(cross(normal, binormal));
vec4 pos = gl_ModelViewMatrix * in_position;
npos = -pos.xyz;
vertPaint = in_color.rgb;
origo = in_position.xyz;
vec2 baseUV = in_uv;
if(flipState > 0.5) {
baseUV.y = 1.0 - baseUV.y;
tangent = -tangent;
}
uv = baseUV;
gl_Position = gl_ProjectionMatrix * pos;
}