42 lines
1.1 KiB
GLSL
42 lines
1.1 KiB
GLSL
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#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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out vec3 vecNormal;
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out vec3 worldPos;
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out vec2 vtc;
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uniform vec3 lightPos;
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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 sunDirTS;
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void main()
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{
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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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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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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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sunDirTS = TBN * sunDir;
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}
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