//agf_include "core_vertex.glsl" //agf_include "vertex2fragment_uv2_tbn.glsl" void main() { vec4 incomingVertex = AGFVS_VERTEX(); incomingVertex.z = 0.0; incomingVertex.w = 1.0; vertOut_UV = AGFVS_UVW().xy; vertOut_t = AGFVS_TANGENT().xyz; vertOut_b = AGFVS_BINORMAL().xyz; vec3 decodedNormalFromColor = ((AGFVS_COLOR().xyz-vec3(0.49803921568, 0.49803921568, 0.49803921568))*2.00787401577); vertOut_n = decodedNormalFromColor; vertOut_Color = vec4(0.0, 0.0, 0.0, 0.0); gl_Position = AGF_MATRIX_MVP() * incomingVertex; }