2013-12-18 19:13:17 -05:00
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#version 130
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2014-01-09 12:08:23 -05:00
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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2013-12-18 19:13:17 -05:00
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noperspective out vec3 tangent;
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noperspective out vec3 bitangent;
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2014-01-09 12:08:23 -05:00
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out vec2 uv;
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2012-01-15 11:37:15 -05:00
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void main()
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{
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uv = gl_MultiTexCoord0.st;
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tangent = (TransposeInverseModelView * gl_MultiTexCoord1).xyz;
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bitangent = (TransposeInverseModelView * gl_MultiTexCoord2).xyz;
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gl_Position = ModelViewProjectionMatrix * gl_Vertex;
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2012-01-15 11:37:15 -05:00
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2013-12-19 18:58:26 -05:00
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}
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