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// Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec4 vertexTangent;
attribute vec2 vertexTexCoord;
varying vec3 worldPosition;
varying vec3 worldNormal;
varying vec4 worldTangent;
varying vec2 texCoord;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;
uniform float texCoordScale;
void main()
{
// Pass through texture coordinates
texCoord = vertexTexCoord * texCoordScale;
// Transform position, normal, and tangent to world coords
worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
worldNormal = normalize(modelNormalMatrix * vertexNormal);
worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
worldTangent.w = vertexTangent.w;
// Calculate vertex position in clip coordinates
gl_Position = modelViewProjection * vec4(vertexPosition, 1.0);
}