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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);
}
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