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gpu_shader_material_tangent.glsl « material « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
{
  orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25);
}

void tangent_orco_y(vec3 orco_in, out vec3 orco_out)
{
  orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25);
}

void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
{
  orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
}

void node_tangentmap(vec4 attr_tangent, out vec3 tangent)
{
  tangent = normalize(attr_tangent.xyz);
}

void node_tangent(vec3 orco, out vec3 T)
{
  T = transform_direction(ModelMatrix, orco);
  T = cross(g_data.N, normalize(cross(T, g_data.N)));
}