<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // model_lightmap_normal_map.vert // vertex shader // // Created by Sam Gateau on 11/21/14. // 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@> <$declareStandardTransform()$> const int MAX_TEXCOORDS = 2; uniform mat4 texcoordMatrices[MAX_TEXCOORDS]; out vec4 _position; out vec2 _texCoord0; out vec2 _texCoord1; out vec3 _normal; out vec3 _tangent; out vec3 _color; void main(void) { // pass along the diffuse color in linear space _color = colorToLinearRGB(inColor.xyz); // and the texture coordinates _texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st; _texCoord1 = (texcoordMatrices[1] * vec4(inTexCoord1.st, 0.0, 1.0)).st; // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> <$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$> <$transformModelToEyeDir(cam, obj, inTangent.xyz, _tangent)$> }