GRK_game_scene/cw 9/shader_parallax.vert

29 lines
702 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec3 aNormal;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
out vec2 TexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec3 Tangent;
out vec3 Bitangent;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
TexCoord = aTexCoord;
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
Tangent = mat3(transpose(inverse(model))) * aTangent;
Bitangent = mat3(transpose(inverse(model))) * aBitangent;
gl_Position = projection * view * vec4(FragPos, 1.0);
}