#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; out vec3 vecNormal; out vec3 worldPos; out vec2 TexCoords; uniform vec3 lightsPositions[10]; uniform vec3 spotlightPos; uniform vec3 cameraPos; out vec3 viewDirTS; out vec3 lightDirTS[10]; out vec3 spotlightDirTS; out mat3 TBN; void main() { TexCoords = vertexTexCoord * -1; 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); TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal)); vec3 V = normalize(cameraPos-worldPos); viewDirTS = TBN*V; for (int i = 0; i < 9; ++i) { vec3 L = normalize(lightsPositions[i]-worldPos); lightDirTS[i] = TBN*L; } vec3 SL = normalize(spotlightPos-worldPos); spotlightDirTS = TBN*SL; }