2024-08-12 15:10:31 +00:00
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//version 330 core
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2023-07-30 19:18:50 +00:00
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layout(location = 0) in vec3 in_pos;
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layout(location = 1) in vec2 in_texcoord;
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layout(location = 2) in vec3 in_normal;
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layout(location = 3) in vec4 in_tangent; // vec3 + bi sign
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//in vec3 in_binormal;
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out vec3 out_normal;
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out vec3 out_tangent;
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out vec3 out_binormal;
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out vec2 out_texcoord;
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out vec3 out_worldpos;
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out vec3 out_viewpos;
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out vec3 out_to_camera;
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uniform mat4x4 mat_projection;
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uniform mat4x4 mat_view;
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uniform mat4x4 mat_view_inverse;
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uniform mat4x4 mat_world;
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void main()
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{
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vec4 o = vec4( in_pos.x, in_pos.y, in_pos.z, 1.0 );
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o = mat_world * o;
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out_worldpos = o.xyz;
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o = mat_view * o;
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out_viewpos = o.xyz;
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vec3 to_camera = normalize( -o.xyz );
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out_to_camera = mat3( mat_view_inverse ) * to_camera;
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o = mat_projection * o;
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gl_Position = o;
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#if 0
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// compute tangent T and bitangent B
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vec3 Q1 = dFdx(in_pos);
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vec3 Q2 = dFdy(in_pos);
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vec2 st1 = dFdx(in_texcoord);
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vec2 st2 = dFdy(in_texcoord);
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vec3 T = normalize(Q1*st2.t - Q2*st1.t);
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vec3 B = normalize(-Q1*st2.s + Q2*st1.s);
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vec3 in_binormal = B;
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#else
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vec3 in_binormal = cross(in_normal, in_tangent.xyz) * in_tangent.w;
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#endif
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out_normal = normalize( mat3( mat_world ) * in_normal );
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out_tangent = normalize( mat3( mat_world ) * in_tangent.xyz );
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out_binormal = normalize( mat3( mat_world ) * in_binormal );
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out_texcoord = in_texcoord;
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}
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