# a GLSL.std.450 main -;JOWamethyst_rendy/shaders/vertex/pos_norm_tang_tex.vertÂ// OpModuleProcessed entry-point main // OpModuleProcessed client vulkan100 // OpModuleProcessed target-env vulkan1.0 // OpModuleProcessed entry-point main #line 1 #version 450 layout(std140, set = 0, binding = 0) uniform Projview { mat4 proj; mat4 view; mat4 proj_view; }; layout(location = 0) in vec3 position; layout(location = 1) in vec3 normal; layout(location = 2) in vec4 tangent; layout(location = 3) in vec2 tex_coord; layout(location = 4) in mat4 model; // instance rate layout(location = 8) in vec4 tint; // instance rate layout(location = 0) out VertexData { vec3 position; vec3 normal; vec3 tangent; float tang_handedness; vec2 tex_coord; vec4 color; } vertex; void main() { vec4 vertex_position = model * vec4(position, 1.0); vertex.position = vertex_position.xyz; vertex.normal = mat3(model) * normal; vertex.tangent = mat3(model) * tangent.xyz; vertex.tang_handedness = tangent.w; vertex.tex_coord = tex_coord; vertex.color = tint; gl_Position = proj_view * vertex_position; }  GL_GOOGLE_cpp_style_line_directiveGL_GOOGLE_include_directivemain modelpositionVertexDatapositionnormaltangenttang_handednesstex_coordcolorvertex-normal;tangentJtex_coordOtintUgl_PerVertexUgl_PositionUgl_PointSizeUgl_ClipDistanceUgl_CullDistanceWXProjviewXprojXviewXproj_viewZG GGGG-G;GJGOHU HU HU HU GUHXHX#HXHXHX#@HXHXHX#€HXGXGZ"GZ!!     ;  ;+€? ; + !+#%;-+1 :;:;+@A +AB C F+H I;IJ L+N;:O Q+ASTSUTT VU;VWX YX;YZ [ 6ø=  =QQQP‘O A!">" Q&O'&&Q(O)((Q*O+**P%,')+=.-‘/,.A!0#>0/=<;O=<<‘>,=A!?1>?>ACD;B=EDAFG@>GE=KJALMH>MK =POAQRN>RP!A[\Z1= ]\‘_]AQ`W>`_ý8