#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; out vec3 vecNormal; out vec3 worldPos; uniform vec3 lightPos; uniform vec3 spotlightPos; uniform vec3 cameraPos; uniform vec3 sunDir; out vec3 viewDirTS; out vec3 lightDirTS; out vec3 spotlightDirTS; out vec3 sunDirTS; out vec4 sunSpacePos; 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; vec3 L = normalize(lightPos-worldPos); lightDirTS = TBN*L; vec3 SL = normalize(spotlightPos-worldPos); spotlightDirTS = TBN*SL; sunDirTS = TBN*sunDir; // przeliczanie pozycji światła sunSpacePos = lightVP * modelMatrix * vec4(vertexPosition, 1); }