37 lines
987 B
GLSL
37 lines
987 B
GLSL
|
#version 430 core
|
||
|
layout (location = 0) in vec3 aPos;
|
||
|
layout (location = 1) in vec3 aNormal;
|
||
|
layout (location = 2) in vec2 aTexCoords;
|
||
|
layout (location = 3) in vec3 aTangent;
|
||
|
layout (location = 4) in vec3 aBitangent;
|
||
|
|
||
|
out VS_OUT {
|
||
|
vec3 FragPos;
|
||
|
vec2 TexCoords;
|
||
|
vec3 TangentLightPos;
|
||
|
vec3 TangentViewPos;
|
||
|
vec3 TangentFragPos;
|
||
|
} vs_out;
|
||
|
|
||
|
uniform mat4 projection;
|
||
|
uniform mat4 view;
|
||
|
uniform mat4 model;
|
||
|
|
||
|
uniform vec3 lightPos;
|
||
|
uniform vec3 viewPos;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||
|
vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
|
||
|
vs_out.TexCoords = aTexCoords;
|
||
|
|
||
|
vec3 T = normalize(mat3(model) * aTangent);
|
||
|
vec3 B = normalize(mat3(model) * aBitangent);
|
||
|
vec3 N = normalize(mat3(model) * aNormal);
|
||
|
mat3 TBN = transpose(mat3(T, B, N));
|
||
|
|
||
|
vs_out.TangentLightPos = TBN * lightPos;
|
||
|
vs_out.TangentViewPos = TBN * viewPos;
|
||
|
vs_out.TangentFragPos = TBN * vs_out.FragPos;
|
||
|
}
|