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3dobs/shaders/vertex.glsl
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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
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layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
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out vec3 fragNormals;
out vec3 fragPos;
out vec2 texCoords;
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out mat3 fragTBN;
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uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat3 normalMatrix;
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uniform bool useNormalMatrix;
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void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
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if (useNormalMatrix)
fragNormals = normalMatrix * aNormal;
else
fragNormals = mat3(transpose(inverse(model))) * aNormal;
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vec3 T = normalize(vec3(model * vec4(aTangent, 0.0)));
vec3 B = normalize(vec3(model * vec4(aBitangent, 0.0)));
vec3 N = normalize(vec3(model * vec4(aNormal, 0.0)));
mat3 TBN = mat3(T, B, N);
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fragPos = vec3(model * vec4(aPos, 1.0));
texCoords = aTexCoords;
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fragTBN = TBN;
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}