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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
#version 300 es
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec4 vertexTangent;
in vec2 vertexTexCoord;
out vec3 worldPosition;
out vec3 worldNormal;
out vec4 worldTangent;
out vec2 texCoord;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;
uniform float texCoordScale;
void main()
{
// Pass through scaled texture coordinates
texCoord = vertexTexCoord * texCoordScale;
// Transform position, normal, and tangent to world space
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);
}