46 lines
1.1 KiB
GLSL
46 lines
1.1 KiB
GLSL
|
#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 worldPos;
|
||
|
out vec2 vecTex;
|
||
|
|
||
|
uniform vec3 lightPos;
|
||
|
uniform vec3 cameraPos;
|
||
|
|
||
|
out vec3 viewDirTS;
|
||
|
out vec3 lightDirTS;
|
||
|
out float distanceToCamera;
|
||
|
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;
|
||
|
distanceToCamera = length(worldPos - cameraPos);
|
||
|
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||
|
}
|