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path: root/advanced_lighting/4.normal_mapping/shaders/normals_debug.geom
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#version 330 core
layout(triangles) in;
layout(line_strip, max_vertices=18) out;

in VS_OUT {
    vec4 tangent;
    vec4 bitangent;
    vec4 normal;
} gs_in[];

out vec3 vcolor;

uniform mat4 proj;

void gen_normals(int index)
{
    vcolor = vec3(1.0, 0.0, 0.0);
    gl_Position = proj*(gl_in[index].gl_Position);
    EmitVertex();
    gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].tangent);
    EmitVertex();
    EndPrimitive();

    vcolor = vec3(0.0, 0.0, 1.0);
    gl_Position = proj*(gl_in[index].gl_Position);
    EmitVertex();
    gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].bitangent);
    EmitVertex();
    EndPrimitive();

    vcolor = vec3(0.0, 1.0, 0.0);
    gl_Position = proj*(gl_in[index].gl_Position);
    EmitVertex();
    gl_Position = proj*(gl_in[index].gl_Position+0.5*gs_in[index].normal);
    EmitVertex();
    EndPrimitive();
}

void main(void)
{
    gen_normals(0);
    gen_normals(1);
    gen_normals(2);
}