frag_color = vec4(vec3(dot(normal, normalize(tbn_light_dir))), 1);
}
+// Target API: OpenGL
+
/* Expected output: vertex
layout(location=0) uniform mat4 model;
layout(location=4) uniform mat4 view_projection;
tbn_light_dir = mat3(normal_matrix*tangent, normal_matrix*binormal, normal_matrix*normal)*light_dir;
gl_Position = view_projection*model*vec4(position, 1.0);
_vs_out_texcoord = texcoord;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
*/