ho3/resources/shaders/directlight3.vertex

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attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal;
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attribute vec3 vTangent;
attribute vec3 vBinormal;
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uniform mat4 ProjectionMatrix;
uniform mat3 ModelRotateMatrix;
uniform vec3 ModelTranslateVector;
varying vec2 texCoord;
varying vec3 vertexPos;
varying vec3 absoluteVertexPos;
varying vec3 normal;
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varying vec3 tangent;
varying vec3 bitangent;
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void main()
{
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
gl_Position = ProjectionMatrix * realVertexPos;
vertexPos = gl_Position.xyz;
absoluteVertexPos = vPosition;
texCoord = vTexCoord.st;
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normal = normalize(vNormal);
tangent = normalize(vTangent);
bitangent = cross(normal, tangent);
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}