<@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@> <$declareStandardTransform()$> <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> out vec4 _position; out vec4 _worldPosition; out vec2 _texCoord0; out vec2 _texCoord1; out vec3 _normal; out vec3 _tangent; out vec3 _color; out float _alpha; void main(void) { // pass along the color _color = colorToLinearRGB(inColor.rgb); _alpha = inColor.a; TexMapArray texMapArray = getTexMapArray(); <$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$> <$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$> // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> <$transformModelToWorldPos(obj, inPosition, _worldPosition)$> <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$> <$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$> }