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immErfanrajabee/bd / node_modules /three /src /renderers /shaders /ShaderChunk /defaultnormal_vertex.glsl.js
| export default /* glsl */` | |
| vec3 transformedNormal = objectNormal; | |
| #ifdef USE_TANGENT | |
| vec3 transformedTangent = objectTangent; | |
| #endif | |
| #ifdef USE_BATCHING | |
| // this is in lieu of a per-instance normal-matrix | |
| // shear transforms in the instance matrix are not supported | |
| mat3 bm = mat3( batchingMatrix ); | |
| transformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) ); | |
| transformedNormal = bm * transformedNormal; | |
| #ifdef USE_TANGENT | |
| transformedTangent = bm * transformedTangent; | |
| #endif | |
| #endif | |
| #ifdef USE_INSTANCING | |
| // this is in lieu of a per-instance normal-matrix | |
| // shear transforms in the instance matrix are not supported | |
| mat3 im = mat3( instanceMatrix ); | |
| transformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) ); | |
| transformedNormal = im * transformedNormal; | |
| #ifdef USE_TANGENT | |
| transformedTangent = im * transformedTangent; | |
| #endif | |
| #endif | |
| transformedNormal = normalMatrix * transformedNormal; | |
| #ifdef FLIP_SIDED | |
| transformedNormal = - transformedNormal; | |
| #endif | |
| #ifdef USE_TANGENT | |
| transformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz; | |
| #ifdef FLIP_SIDED | |
| transformedTangent = - transformedTangent; | |
| #endif | |
| #endif | |
| `; | |
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