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-rw-r--r--res/effectlib/vertexFragmentBase.glsllib31
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diff --git a/res/effectlib/vertexFragmentBase.glsllib b/res/effectlib/vertexFragmentBase.glsllib
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+++ b/res/effectlib/vertexFragmentBase.glsllib
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+#ifndef VERTEX_FRAGMENT_BASE_GLSLLIB
+#define VERTEX_FRAGMENT_BASE_GLSLLIB
+
+ //FRAGMENT_SHADER
+ uniform vec3 eyePosition; //position in world space of the camera
+
+// add global variables
+vec3 normal;
+vec3 surfNormal;
+vec3 texCoord0;
+vec3 tangent;
+vec3 binormal;
+vec3 viewDir;
+
+
+// add shader input
+
+void initializeBaseFragmentVariables()
+{
+ normal = normalize( varNormal );
+ surfNormal = normalize( varNormal );
+
+ texCoord0 = vec3( varTexCoord0.xy, 1.0 );
+ tangent = normalize( varTangent );
+
+ binormal = normalize( varBinormal );
+
+ viewDir = normalize( eyePosition - varWorldPos );
+}
+
+#endif