grafika-projekt/cw 9/shaders/shader_9_1.vert
Kacper Pękalski bfe15f960b project
2023-02-13 14:02:30 +01:00

55 lines
1.4 KiB
GLSL

#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
uniform mat4 LightVP;
uniform mat4 sleighLightVP;
out vec3 vecNormal;
out vec3 worldPos;
out vec4 sunSpacePos;
out vec4 sleighLightSpacePos;
uniform vec3 lightPos[8];
uniform vec3 spotlightPos;
uniform vec3 cameraPos;
uniform vec3 sunDir;
out vec3 viewDirTS;
out vec3 lightDirTS[8];
out vec3 spotlightDirTS;
out vec3 sunDirTS;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;
for (int i = 0; i < 8; i++) {
vec3 L = normalize(lightPos[i]-worldPos);
lightDirTS[i] = TBN*L;
}
vec3 SL = normalize(spotlightPos-worldPos);
spotlightDirTS = TBN*SL;
sunDirTS = TBN*sunDir;
sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
sleighLightSpacePos=sleighLightVP*modelMatrix*vec4(vertexPosition,1);
}