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

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attribute vec4 in_vertex;
attribute vec3 in_normal;
attribute vec4 in_tangent;
attribute vec2 in_uv;
uniform mat3 invView;
varying vec3 forward, right;
varying vec3 npos;
varying vec3 normal, binormal, tangent;
varying vec2 uv;
void main()
{
normal = normalize(gl_NormalMatrix * in_normal);
tangent = normalize(gl_NormalMatrix * in_tangent.xyz);
binormal = normalize(gl_NormalMatrix * cross(normal, in_tangent.xyz * in_tangent.w));
forward = normalize(invView * vec3(1.0,0.0,0.0));
right = normalize(invView * vec3(0.0,0.0,1.0));
vec4 pos = gl_ModelViewMatrix * in_vertex;
npos = -pos.xyz;
uv = in_uv;
gl_Position = gl_ProjectionMatrix * pos;
}