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/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
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** accordance with the commercial license agreement provided with the
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** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
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** as follows:
**
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** $QT_END_LICENSE$
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****************************************************************************/

mat3 calcWorldSpaceToTangentSpaceMatrix(const in vec3 wNormal, const in vec4 wTangent)
{
    // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
    // This allows to build the tangentMatrix below by simply transposing the
    // tangent -> eyespace matrix (which would now be orthogonal)
    vec3 wFixedTangent = normalize(wTangent.xyz - dot(wTangent.xyz, wNormal) * wNormal);

    // Calculate binormal vector. No "real" need to renormalize it,
    // as built by crossing two normal vectors.
    // To orient the binormal correctly, use the fourth coordinate of the tangent,
    // which is +1 for a right hand system, and -1 for a left hand system.
    vec3 wBinormal = cross(wNormal, wFixedTangent.xyz) * wTangent.w;

    // Construct matrix to transform from world space to tangent space
    // This is the transpose of the tangentToWorld transformation matrix
    mat3 tangentToWorldMatrix = mat3(wFixedTangent, wBinormal, wNormal);
    mat3 worldToTangentMatrix = transpose(tangentToWorldMatrix);
    return worldToTangentMatrix;
}