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Merge pull request #9191 from dawei-wang/patch-1
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Complete the example for "skip_vertex_transform"
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skyace65 committed Apr 6, 2024
2 parents 3dc75a7 + ec274eb commit 4023e05
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3 changes: 2 additions & 1 deletion tutorials/shaders/shader_reference/spatial_shader.rst
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Expand Up @@ -130,7 +130,8 @@ it manually with the following code:
void vertex() {
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
// same as above for binormal and tangent, if normal mapping is used
BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz);
TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz);
}
Other built-ins, such as UV, UV2 and COLOR, are also passed through to the fragment function if not modified.
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