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#version 450

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec4 vertexTangent;
layout(location = 3) in vec2 vertexTexCoord;

layout(location = 0) out vec3 worldPosition;
layout(location = 1) out vec3 worldNormal;
layout(location = 2) out vec4 worldTangent;
layout(location = 3) out vec2 texCoord;

layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
  mat4 viewMatrix;
  mat4 projectionMatrix;
  mat4 uncorrectedProjectionMatrix;
  mat4 clipCorrectionMatrix;
  mat4 viewProjectionMatrix;
  mat4 inverseViewMatrix;
  mat4 inverseProjectionMatrix;
  mat4 inverseViewProjectionMatrix;
  mat4 viewportMatrix;
  mat4 inverseViewportMatrix;
  vec4 textureTransformMatrix;
  vec3 eyePosition;
  float aspectRatio;
  float gamma;
  float exposure;
  float time;
};

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 modelViewProjection;
  mat4 inverseModelViewProjectionMatrix;
};

layout(std140, binding = 2) uniform qt3d_extras_uniforms {
  float texCoordScale;
};

void main()
{
    // Pass through scaled texture coordinates
    texCoord = vertexTexCoord * texCoordScale;

    // Transform position, normal, and tangent to world space
    worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
    worldNormal = normalize(modelNormalMatrix * vertexNormal);
    vec3 wt = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
    worldTangent = vec4(wt, vertexTangent.w);

    // Calculate vertex position in clip coordinates
    gl_Position = modelViewProjection * vec4(vertexPosition, 1.0);
}
