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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform mat4 ModelViewMatrix;
uniform mat3 WorldNormalMatrix;
#ifndef ATTRIB
uniform mat3 NormalMatrix;
uniform mat4 ModelMatrixInverse;
#endif
#ifndef HAIR_SHADER
in vec3 pos;
in vec3 nor;
#endif
out vec3 worldPosition;
out vec3 viewPosition;
/* Used for planar reflections */
/* keep in sync with EEVEE_ClipPlanesUniformBuffer */
layout(std140) uniform clip_block {
vec4 ClipPlanes[1];
};
#ifdef USE_FLAT_NORMAL
flat out vec3 worldNormal;
flat out vec3 viewNormal;
#else
out vec3 worldNormal;
out vec3 viewNormal;
#endif
#ifdef HAIR_SHADER
out vec3 hairTangent;
out float hairThickTime;
out float hairThickness;
out float hairTime;
flat out int hairStrandID;
#endif
void main()
{
#ifdef HAIR_SHADER
hairStrandID = hair_get_strand_id();
vec3 pos, binor;
hair_get_pos_tan_binor_time(
(ProjectionMatrix[3][3] == 0.0),
ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz,
pos, hairTangent, binor, hairTime, hairThickness, hairThickTime);
gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
viewPosition = (ViewMatrix * vec4(pos, 1.0)).xyz;
worldPosition = pos;
hairTangent = normalize(hairTangent);
worldNormal = cross(binor, hairTangent);
viewNormal = normalize(mat3(ViewMatrix) * worldNormal);
#else
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
worldNormal = normalize(WorldNormalMatrix * nor);
viewNormal = normalize(NormalMatrix * nor);
#endif
/* Used for planar reflections */
gl_ClipDistance[0] = dot(vec4(worldPosition, 1.0), ClipPlanes[0]);
#ifdef ATTRIB
pass_attrib(pos);
#endif
}
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