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

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model.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/Transform.slh@>
const int MAX_TEXCOORDS = 2;
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
// the tangent vector
attribute vec3 tangent;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
void main(void) {
// transform and store the normal and tangent for interpolation
//interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
//interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
// pass along the diffuse color
gl_FrontColor = gl_Color;
// and the texture coordinates
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
// use standard pipeline transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
gl_Position = transformModelToClipPos(cam, obj, gl_Vertex);
// transform and store the normal for interpolation
interpolatedNormal = vec4(normalize(transformModelToEyeDir(cam, obj, gl_Normal)), 0.0);
interpolatedTangent = vec4(normalize(transformModelToEyeDir(cam, obj, tangent)), 0.0);
}