26 lines
644 B
GLSL
26 lines
644 B
GLSL
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void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
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{
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orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25);
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}
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void tangent_orco_y(vec3 orco_in, out vec3 orco_out)
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{
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orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25);
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}
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void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
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{
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orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
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}
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void node_tangentmap(vec4 attr_tangent, out vec3 tangent)
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{
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tangent = normalize(attr_tangent.xyz);
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}
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void node_tangent(vec3 N, vec3 orco, mat4 objmat, out vec3 T)
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{
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T = (objmat * vec4(orco, 0.0)).xyz;
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T = cross(N, normalize(cross(T, N)));
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}
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