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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_tangent.glsl

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void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
{
orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25);
}
void tangent_orco_y(vec3 orco_in, out vec3 orco_out)
{
orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25);
}
void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
{
orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
}
void node_tangentmap(vec4 attr_tangent, out vec3 tangent)
{
tangent = normalize(attr_tangent.xyz);
}
void node_tangent(vec3 orco, out vec3 T)
{
T = transform_direction(ModelMatrix, orco);
T = cross(g_data.N, normalize(cross(T, g_data.N)));
}