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https://github.com/DrBeef/ioq3quest.git
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OpenGL2: Revisit fragment tangent space calculation, and remove tangent space lighting.
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parent
3846c115e6
commit
0e25d0357b
2 changed files with 58 additions and 45 deletions
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@ -46,10 +46,15 @@ varying vec4 var_TexCoords;
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varying vec4 var_Color;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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varying vec4 var_Normal;
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varying vec4 var_Tangent;
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varying vec4 var_Bitangent;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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#if defined(USE_VERT_TANGENT_SPACE)
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varying vec4 var_Normal;
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varying vec4 var_Tangent;
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varying vec4 var_Bitangent;
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#else
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varying vec3 var_Normal;
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varying vec3 var_ViewDir;
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#endif
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#endif
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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@ -293,6 +298,25 @@ float CalcLightAttenuation(vec3 dir, float sqrRadius)
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return attenuation;
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}
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// from http://www.thetenthplanet.de/archives/1180
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mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
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{
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// get edge vectors of the pixel triangle
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vec3 dp1 = dFdx( p );
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vec3 dp2 = dFdy( p );
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vec2 duv1 = dFdx( uv );
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vec2 duv2 = dFdy( uv );
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// solve the linear system
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vec3 dp2perp = cross( dp2, N );
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vec3 dp1perp = cross( N, dp1 );
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vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
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vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
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// construct a scale-invariant frame
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float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
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return mat3( T * invmax, B * invmax, N );
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}
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void main()
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{
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@ -300,21 +324,26 @@ void main()
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float NL, NH, NE, EH;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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#if defined(USE_VERT_TANGENT_SPACE)
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mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz);
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#else
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mat3 tangentToWorld = cotangent_frame(var_Normal, -var_ViewDir, var_TexCoords.xy);
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#endif
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#endif
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#if defined(USE_DELUXEMAP)
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L = (2.0 * texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(1.0));
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#if defined(USE_TANGENT_SPACE_LIGHT)
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L = L * tangentToWorld;
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#endif
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L = L * u_EnableTextures.y + var_LightDir.xyz;
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#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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L = var_LightDir.xyz;
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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#if defined(USE_VERT_TANGENT_SPACE)
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E = normalize(vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w));
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#else
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E = normalize(var_ViewDir);
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#endif
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#endif
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#if defined(USE_LIGHTMAP)
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@ -333,11 +362,7 @@ void main()
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vec2 texCoords = var_TexCoords.xy;
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#if defined(USE_PARALLAXMAP)
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#if defined(USE_TANGENT_SPACE_LIGHT)
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vec3 offsetDir = E;
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#else
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vec3 offsetDir = E * tangentToWorld;
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#endif
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vec3 offsetDir = normalize(E * tangentToWorld);
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offsetDir.xy *= -0.05 / offsetDir.z;
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@ -359,11 +384,7 @@ void main()
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#endif
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N.xy *= u_EnableTextures.x;
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N.z = sqrt(1.0 - clamp(dot(N.xy, N.xy), 0.0, 1.0));
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#if !defined(USE_TANGENT_SPACE_LIGHT)
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N = normalize(tangentToWorld * N);
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#endif
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#elif defined(USE_TANGENT_SPACE_LIGHT)
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N = vec3(0.0, 0.0, 1.0);
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#else
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N = normalize(var_Normal.xyz);
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#endif
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@ -375,11 +396,7 @@ void main()
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float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
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// surfaces not facing the light are always shadowed
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#if defined(USE_TANGENT_SPACE_LIGHT)
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shadowValue *= step(0.0, var_PrimaryLightDir.z);
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#else
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shadowValue *= step(0.0, dot(var_Normal.xyz, var_PrimaryLightDir.xyz));
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#endif
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#if defined(SHADOWMAP_MODULATE)
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//vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor);
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@ -395,12 +412,7 @@ void main()
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#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
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vec3 ambientColor = lightColor;
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#if defined(USE_TANGENT_SPACE_LIGHT)
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float surfNL = L.z;
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#else
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float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
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#endif
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// Scale the incoming light to compensate for the baked-in light angle
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// attenuation.
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@ -418,7 +430,7 @@ void main()
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#if defined(USE_SPECULARMAP)
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vec4 specular = texture2D(u_SpecularMap, texCoords);
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specular = mix(vec4(1.0), specular, u_EnableTextures.z);
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specular = (specular - vec4(1.0)) * u_EnableTextures.z + vec4(1.0);
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#if defined(USE_GAMMA2_TEXTURES)
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specular.rgb *= specular.rgb;
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#endif
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@ -473,9 +485,6 @@ void main()
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reflectance = EnvironmentBRDF(gloss, NE, specular.rgb);
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vec3 R = reflect(E, N);
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#if defined(USE_TANGENT_SPACE_LIGHT)
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R = tangentToWorld * R;
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#endif
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
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@ -6,14 +6,18 @@ attribute vec4 attr_Color;
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attribute vec3 attr_Position;
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attribute vec3 attr_Normal;
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#if defined(USE_VERT_TANGENT_SPACE)
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attribute vec3 attr_Tangent;
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attribute vec3 attr_Bitangent;
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#endif
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#if defined(USE_VERTEX_ANIMATION)
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attribute vec3 attr_Position2;
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attribute vec3 attr_Normal2;
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#if defined(USE_VERT_TANGENT_SPACE)
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attribute vec3 attr_Tangent2;
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attribute vec3 attr_Bitangent2;
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#endif
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#endif
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#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
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@ -71,9 +75,14 @@ varying vec4 var_TexCoords;
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varying vec4 var_Color;
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_VERT_TANGENT_SPACE)
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varying vec4 var_Normal;
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varying vec4 var_Tangent;
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varying vec4 var_Bitangent;
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#else
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varying vec3 var_Normal;
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varying vec3 var_ViewDir;
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#endif
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#endif
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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@ -156,13 +165,17 @@ void main()
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#if defined(USE_VERTEX_ANIMATION)
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vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
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#if defined(USE_VERT_TANGENT_SPACE)
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vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
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vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));
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#endif
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#else
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vec3 position = attr_Position;
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vec3 normal = attr_Normal;
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#if defined(USE_VERT_TANGENT_SPACE)
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vec3 tangent = attr_Tangent;
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vec3 bitangent = attr_Bitangent;
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#endif
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#endif
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#if defined(USE_TCGEN)
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@ -182,8 +195,10 @@ void main()
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#if defined(USE_MODELMATRIX)
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position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
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normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
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#if defined(USE_VERT_TANGENT_SPACE)
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tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
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bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
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#endif
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#endif
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#if defined(USE_LIGHT_VECTOR)
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@ -232,26 +247,15 @@ void main()
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vec3 viewDir = u_ViewOrigin - position;
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#endif
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#if defined(USE_TANGENT_SPACE_LIGHT)
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mat3 tangentToWorld = mat3(tangent, bitangent, normal);
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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var_PrimaryLightDir.xyz = var_PrimaryLightDir.xyz * tangentToWorld;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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viewDir = viewDir * tangentToWorld;
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#endif
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_VERT_TANGENT_SPACE)
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// store view direction in tangent space to save on varyings
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var_Normal = vec4(normal, viewDir.x);
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var_Tangent = vec4(tangent, viewDir.y);
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var_Bitangent = vec4(bitangent, viewDir.z);
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#else
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var_Normal = normal;
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var_ViewDir = viewDir;
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#endif
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#endif
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}
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