void normal_transform_object_to_world(vec3 vin, out vec3 vout) { vout = normal_object_to_world(vin); } void normal_transform_world_to_object(vec3 vin, out vec3 vout) { vout = normal_world_to_object(vin); } void direction_transform_object_to_world(vec3 vin, out vec3 vout) { vout = transform_direction(ModelMatrix, vin); } void direction_transform_object_to_view(vec3 vin, out vec3 vout) { vout = transform_direction(ModelMatrix, vin); vout = transform_direction(ViewMatrix, vout); } void direction_transform_view_to_world(vec3 vin, out vec3 vout) { vout = transform_direction(ViewMatrixInverse, vin); } void direction_transform_view_to_object(vec3 vin, out vec3 vout) { vout = transform_direction(ViewMatrixInverse, vin); vout = transform_direction(ModelMatrixInverse, vout); } void direction_transform_world_to_view(vec3 vin, out vec3 vout) { vout = transform_direction(ViewMatrix, vin); } void direction_transform_world_to_object(vec3 vin, out vec3 vout) { vout = transform_direction(ModelMatrixInverse, vin); } void point_transform_object_to_world(vec3 vin, out vec3 vout) { vout = point_object_to_world(vin); } void point_transform_object_to_view(vec3 vin, out vec3 vout) { vout = point_object_to_view(vin); } void point_transform_view_to_world(vec3 vin, out vec3 vout) { vout = point_view_to_world(vin); } void point_transform_view_to_object(vec3 vin, out vec3 vout) { vout = point_view_to_object(vin); } void point_transform_world_to_view(vec3 vin, out vec3 vout) { vout = point_world_to_view(vin); } void point_transform_world_to_object(vec3 vin, out vec3 vout) { vout = point_world_to_object(vin); }