projekt_grafika/cw 2/shaders/shader_tex_new.vert
2022-02-13 01:51:44 +01:00

40 lines
1.1 KiB
GLSL

#version 410 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelMatrix;
uniform vec3 lightPos;
uniform vec3 cameraPos;
out vec3 interpNormal;
out vec2 interpTexCoord;
out vec3 fragPos;
out vec3 viewDirTS;
out vec3 lightDirTS;
void main()
{
gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
interpTexCoord = vertexTexCoord;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
vec3 normal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
vec3 tangent = (modelMatrix * vec4(vertexTangent, 0.0)).xyz;
vec3 bitangent = (modelMatrix * vec4(vertexBitangent, 0.0)).xyz;
mat3 tbn = transpose(mat3(tangent, bitangent, normal));
vec3 viewDir = normalize(cameraPos-fragPos);
vec3 lightDir = normalize(lightPos-fragPos);
viewDirTS = tbn * viewDir;
lightDirTS = tbn * lightDir;
}