- out vec4 eye_vertex = transform_position(get_vertex_position());
- gl_Position = projection_matrix*eye_vertex;
-
- out vec3 eye_normal = transform_normal(get_vertex_normal());
- vec3 eye_tangent = transform_normal(tangent);
- vec3 eye_binormal = transform_normal(binormal);
- out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal);
-
- out vec3 eye_look_dir = normalize(eye_vertex.xyz);
- out vec3 tbn_look_dir = eye_look_dir*eye_tbn_matrix;
-
- out vec3 eye_light_dir = normalize(light_sources[0].position.xyz-eye_vertex.xyz*light_sources[0].position.w);
- out vec3 tbn_light_dir = eye_light_dir*eye_tbn_matrix;