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

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_normal_map.vert
// vertex shader
//
// Created by Andrzej Kapolka on 10/14/13.
// 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 MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$>
out vec4 _positionES;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec3 _normalWS;
out vec3 _tangentWS;
out vec3 _color;
out float _alpha;
void main(void) {
// pass along the color
_color = color_sRGBToLinear(inColor.rgb);
_alpha = inColor.a;
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangentWS)$>
}