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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
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