overte-HifiExperiments/libraries/render-utils/src/skin_model_normal_map.slv

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// skin_model_normal_map.vert
// vertex shader
//
// Created by Andrzej Kapolka on 10/29/13.
// Copyright 2013 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@>
<$declareStandardTransform()$>
<@include Skinning.slh@>
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
out vec4 _position;
out vec2 _texCoord0;
out vec3 _normal;
out vec3 _tangent;
out vec3 _color;
void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
vec4 interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
vec4 interpolatedTangent = vec4(0.0, 0.0, 0.0, 0.0);
skinPositionNormalTangent(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, inTangent.xyz, position, interpolatedNormal.xyz, interpolatedTangent.xyz);
// pass along the diffuse color
_color = colorToLinearRGB(inColor.rgb);
// and the texture coordinates
_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
<$transformModelToEyeDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
_normal = interpolatedNormal.xyz;
_tangent = interpolatedTangent.xyz;
}