refactoring
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@@ -0,0 +1,36 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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attribute vec3 vNormal;
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attribute vec3 vTangent;
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attribute vec3 vBinormal;
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attribute vec3 vColor;
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varying vec2 TexCoord;
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varying vec3 Color;
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varying vec3 vViewDirTangent;
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varying vec3 worldPosition;
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varying vec3 vWorldNormal;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform highp vec3 uViewPos;
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void main() {
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vWorldNormal = vNormal;
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gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
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TexCoord = vTexCoord;
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vec3 viewDirWorld = normalize(uViewPos - vPosition);
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// Строим матрицу перехода из атрибутов
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// Так как базис ортонормирован, TBN^-1 == TBN_transpose
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vViewDirTangent = vec3(
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dot(viewDirWorld, vTangent),
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dot(viewDirWorld, vBinormal),
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dot(viewDirWorld, vNormal)
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);
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vec4 viewPosition = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
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worldPosition = vPosition;
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}
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