bgfx/examples/06-bump/vs_bump.sc

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$input a_position, a_normal, a_tangent, a_texcoord0
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$output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
/*
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
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vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
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gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
vec4 normal = a_normal * 2.0f - 1.0f;
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vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
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vec4 tangent = a_tangent * 2.0f - 1.0f;
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vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz;
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vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);
vec3 viewTangent = normalize(mul(u_view, vec4(wtangent, 0.0) ).xyz);
vec3 viewBitangent = cross(viewNormal, viewTangent) * tangent.w;
mat3 tbn = mat3(viewTangent, viewBitangent, viewNormal);
v_wpos = wpos;
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
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v_view = mul(view, tbn);
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v_normal = viewNormal;
v_tangent = viewTangent;
v_bitangent = viewBitangent;
v_texcoord0 = a_texcoord0;
}