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path: root/advanced_lighting/5.parallax_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);
}