Space-Project/shaders/shader_asteroid.vert

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
layout(location = 2) in vec3 vertexNormal;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
layout (location = 5) in mat4 aInstanceMatrix;
layout (location = 9) in mat3 normalMatrix;
struct PointLight {
vec3 position;
vec3 color;
float intensity;
};
#define MAX_POINT_LIGHTS 16
uniform mat4 projection;
uniform mat4 view;
uniform vec3 cameraPos;
uniform PointLight pointLights[MAX_POINT_LIGHTS];
uniform int LightsCount;
out vec3 fragPos;
out vec2 vTexCoord;
out vec3 LightPosTS[MAX_POINT_LIGHTS];
out vec3 CameraPosTS;
out vec3 FragPosTS;
void main()
{
gl_Position = projection * view * aInstanceMatrix * vec4(vertexPosition, 1.0);
//mat3 normalMatrix = transpose(inverse(mat3(aInstanceMatrix)));
vec3 T = normalize(normalMatrix * aTangent);
vec3 N = normalize(normalMatrix * vertexNormal);
// re-orthogonalize T with respect to N
T = normalize(T - dot(T, N) * N);
// then retrieve perpendicular vector B with the cross product of T and N
vec3 B = cross(N, T);
mat3 TBN = mat3(T, B, N);
for(int i=0; i<LightsCount; i++)
LightPosTS[i] = TBN * pointLights[i].position;
CameraPosTS = TBN * cameraPos;
FragPosTS = TBN * fragPos;
fragPos = (aInstanceMatrix*vec4(vertexPosition,1)).xyz;
vTexCoord = vertexTexCoord;
}