27 lines
735 B
GLSL
27 lines
735 B
GLSL
in vec3 position3DHigh;
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in vec3 position3DLow;
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in vec3 normal;
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in vec3 tangent;
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in vec3 bitangent;
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in vec2 st;
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in float batchId;
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out vec3 v_positionEC;
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out vec3 v_normalEC;
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out vec3 v_tangentEC;
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out vec3 v_bitangentEC;
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out vec2 v_st;
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void main()
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{
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vec4 p = czm_computePosition();
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v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
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v_normalEC = czm_normal * normal; // normal in eye coordinates
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v_tangentEC = czm_normal * tangent; // tangent in eye coordinates
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v_bitangentEC = czm_normal * bitangent; // bitangent in eye coordinates
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v_st = st;
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gl_Position = czm_modelViewProjectionRelativeToEye * p;
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}
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