<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // model_normal_map_fade.vert // vertex shader // // Created by Olivier Prat on 04/24/17. // Copyright 2017 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/Inputs.slh@> <@include gpu/Color.slh@> <@include gpu/Transform.slh@> <@include graphics/MaterialTextures.slh@> <@include render-utils/ShaderConstants.h@> <$declareStandardTransform()$> <$declareMaterialTexMapArrayBuffer()$> layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES; layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS; layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01; layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS; layout(location=RENDER_UTILS_ATTR_TANGENT_WS) out vec3 _tangentWS; layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color; void main(void) { // pass along the color _color.rgb = color_sRGBToLinear(inColor.rgb); _color.a = inColor.a; TexMapArray texMapArray = getTexMapArray(); <$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord01.xy)$> <$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord01.zw)$> // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$> <$transformModelToWorldPos(obj, inPosition, _positionWS)$> <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$> <$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangentWS)$> }