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diff --git a/tests/manual/planets-qml/shaders/gl3/planetDB.vert b/tests/manual/planets-qml/shaders/gl3/planetDB.vert
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+// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+// Copyright (C) 2017 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
+
+#version 150 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+in vec4 vertexTangent;
+
+out vec3 lightDir;
+out vec3 viewDir;
+out vec2 texCoord;
+
+uniform mat4 viewMatrix;
+uniform mat4 modelMatrix;
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+uniform float texCoordScale;
+
+uniform vec3 lightPosition;
+
+void main()
+{
+ // Pass through texture coordinates
+ texCoord = vertexTexCoord * texCoordScale;
+
+ // Transform position, normal, and tangent to eye coords
+ vec3 normal = normalize(modelViewNormal * vertexNormal);
+ vec3 tangent = normalize(modelViewNormal * vertexTangent.xyz);
+ vec3 position = vec3(modelView * vec4(vertexPosition, 1.0));
+
+ // Calculate binormal vector
+ vec3 binormal = normalize(cross(normal, tangent));
+
+ // Construct matrix to transform from eye coords to tangent space
+ mat3 tangentMatrix = mat3 (
+ tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
+ // Transform light direction and view direction to tangent space
+ vec3 s = lightPosition - position;
+ lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0)));
+
+ vec3 v = -position;
+ viewDir = normalize(tangentMatrix * v);
+
+ // Calculate vertex position in clip coordinates
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}