54 lines
1.4 KiB
GLSL
54 lines
1.4 KiB
GLSL
#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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layout(location = 3) in vec3 vertexTangent;
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layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform mat4 LightVP;
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uniform mat4 LightVP2;
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out vec3 vecNormal;
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out vec3 worldPos;
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uniform vec3 lightPos;
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uniform vec3 spotlightPos;
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uniform vec3 cameraPos;
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uniform vec3 sunDir;
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out vec3 viewDirTS;
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out vec3 lightDirTS;
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out vec3 spotlightDirTS;
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out vec3 sunDirTS;
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out vec2 vecTex;
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out vec4 sunSpacePos;
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out vec4 sunSpacePos2;
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void main()
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{
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vecTex = vertexTexCoord;
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vecTex.y = 1.0 - vecTex.y;
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
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vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
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mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
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vec3 V = normalize(cameraPos-worldPos);
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viewDirTS = TBN*V;
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vec3 L = normalize(lightPos-worldPos);
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lightDirTS = TBN*L;
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vec3 SL = normalize(spotlightPos-worldPos);
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spotlightDirTS = TBN*SL;
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sunDirTS = TBN*sunDir;
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sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1);
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sunSpacePos2=LightVP2*modelMatrix*vec4(vertexPosition,1);
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} |