2024-07-22 07:48:42 +00:00
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#version 330 core
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uniform mat4 u_mvp;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 texcoord;
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2024-07-29 22:06:31 +00:00
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layout (location = 3) in vec3 tangent;
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layout (location = 4) in vec3 bitangent;
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2024-07-22 07:48:42 +00:00
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out vec3 v_position;
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out vec3 v_normal;
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out vec3 v_proj_normal;
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out vec2 v_texcoord;
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2024-07-29 22:06:31 +00:00
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out vec3 v_tangent;
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out vec3 v_bitangent;
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2024-07-22 07:48:42 +00:00
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out float v_id;
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void main()
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{
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v_position = position;
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v_normal = normal;
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v_proj_normal = vec4(u_mvp * vec4(normal, 1.0)).xyz;
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v_texcoord = texcoord;
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2024-07-29 22:06:31 +00:00
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v_tangent = tangent;
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v_bitangent = bitangent;
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2024-07-22 07:48:42 +00:00
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v_id = gl_VertexID;
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gl_Position = u_mvp * vec4(v_position, 1.0);
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2024-07-29 22:06:31 +00:00
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}
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