principia/data/shaders/bark.vp
2025-03-04 21:51:19 +01:00

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Text

attribute vec3 position;
attribute vec3 normal;
attribute vec3 tangent;
attribute vec2 texcoord;
uniform mat4 MVP;
uniform mat3 N;
UNIFORMS
varying lowp vec2 FS_texcoord;
varying lowp vec3 FS_n;
varying lowp vec3 FS_t;
varying lowp vec3 FS_b;
VARYINGS
void main(void)
{
FS_n = normalize(N*normal);
FS_t = normalize(N*tangent);
FS_b = cross(FS_n, FS_t);
vec4 pos = MVP*vec4(position, 1.);
SET_SHADOW
SET_AMBIENT_OCCL
FS_texcoord = texcoord;
gl_Position = pos;
}