#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 lightVP; uniform mat4 lightShipVP; uniform mat4 transformation; uniform mat4 modelMatrix; out vec3 worldPos; uniform vec3 lightPos; uniform vec3 spotlightPos; uniform vec3 cameraPos; uniform vec3 sunPos; uniform vec3 firePos; out vec3 viewDirTS; out vec3 lightDirTS; out vec3 spotlightDirTS; out vec3 sunDirTS; out vec3 fireDirTS; out vec4 sunSpacePos; out vec4 shipPos; out vec2 vecTex; void main() { sunSpacePos = lightVP * modelMatrix * vec4(vertexPosition, 1); shipPos = lightShipVP * modelMatrix * vec4(vertexPosition, 1); worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz; vec3 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; vec3 S = normalize(sunPos-worldPos); sunDirTS = TBN*S; vec3 F = normalize(firePos-worldPos); fireDirTS = TBN*F; vecTex = vec2(0, 1) + vertexTexCoord * vec2(1, -1); }