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-rw-r--r--src/extras/shaders/es2/normaldiffusemap.vert44
1 files changed, 0 insertions, 44 deletions
diff --git a/src/extras/shaders/es2/normaldiffusemap.vert b/src/extras/shaders/es2/normaldiffusemap.vert
deleted file mode 100644
index 0681e370a..000000000
--- a/src/extras/shaders/es2/normaldiffusemap.vert
+++ /dev/null
@@ -1,44 +0,0 @@
-attribute vec3 vertexPosition;
-attribute vec3 vertexNormal;
-attribute vec2 vertexTexCoord;
-attribute vec4 vertexTangent;
-
-varying vec3 worldPosition;
-varying vec3 worldNormal;
-varying vec4 worldTangent;
-varying vec2 texCoord;
-varying mat3 tangentMatrix;
-
-uniform mat4 modelMatrix;
-uniform mat3 modelNormalMatrix;
-uniform mat4 projectionMatrix;
-uniform mat4 mvp;
-
-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;
-
- vec3 normal = normalize( modelNormalMatrix * vertexNormal );
- vec3 tangent = normalize( modelNormalMatrix * vertexTangent.xyz );
-
- // Calculate binormal vector
- vec3 binormal = normalize( cross( normal, tangent ) );
-
- // Construct matrix to transform from eye coords to tangent space
- tangentMatrix = mat3 (
- tangent.x, binormal.x, normal.x,
- tangent.y, binormal.y, normal.y,
- tangent.z, binormal.z, normal.z );
-
- // Calculate vertex position in clip coordinates
- gl_Position = mvp * vec4( vertexPosition, 1.0 );
-}