41 lines
863 B
Plaintext
41 lines
863 B
Plaintext
attribute vec4 in_position;
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attribute vec3 in_normal;
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attribute vec2 in_uv;
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varying vec3 npos;
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varying vec3 normal, binormal, tangent;
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varying vec2 uv;
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uniform float flipState;
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void main()
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{
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normal = normalize(gl_NormalMatrix * in_normal);
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binormal = normalize(cross(normal, gl_NormalMatrix * vec3(0.0,0.999,0.04471017781)));
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tangent = normalize(cross(normal, binormal));
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vec4 pos = gl_ModelViewMatrix * in_position;
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npos = -pos.xyz;
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vec2 baseUV = in_uv;
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if(flipState < 0.5) {
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if(flipState < 0.25) {
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baseUV.x = 1.0 - baseUV.x;
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binormal = -binormal;
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}
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}
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else {
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if(flipState < 0.75) {
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baseUV.y = 1.0 - baseUV.y;
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tangent = -tangent;
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}
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else {
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baseUV = vec2(1.0) - baseUV;
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binormal = -binormal;
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tangent = -tangent;
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}
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}
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uv = baseUV;
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gl_Position = gl_ProjectionMatrix * pos;
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}
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