grk464933/cw 8/shaders/shader_8_2h.vert
2024-02-02 11:19:35 +01:00

48 lines
1.1 KiB
GLSL

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;
out vec3 worldPos;
out vec2 vecTex;
uniform vec3 lightPos;
uniform vec3 cameraPos;
out vec3 viewDirTS;
out vec3 lightDirTS;
out vec2 fragTexCoord;
mat3 TBN;
void main()
{
vec3 tangent = normalize(mat3(modelMatrix) * vertexTangent);
vec3 bitangent = normalize(mat3(modelMatrix) * vertexBitangent);
vec3 normal = normalize(mat3(modelMatrix) * vertexNormal);
TBN = transpose(mat3(tangent, bitangent, normal));
vec3 worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
vec3 viewDir = normalize(cameraPos - worldPos);
vec3 lightDir = normalize(lightPos - worldPos);
viewDirTS = vec3(TBN * viewDir);
lightDirTS = vec3(TBN * lightDir);
vecTex = vertexTexCoord;
vecTex.y = 1.0 - vecTex.y;
fragTexCoord = vertexTexCoord;
gl_Position = transformation * vec4(vertexPosition, 1.0);
}