#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; uniform vec3 lightPos; uniform vec3 cameraPos; out vec3 vecNormal; out vec3 worldPos; out vec2 vecTex; out vec3 viewDir; // Dodane deklaracje out vec3 lightDir; // Dodane deklaracje out vec3 viewDirTS; // Dodane deklaracje out vec3 lightDirTS; mat3 TBN; void main() { vec3 normal = normalize(mat3(modelMatrix) * vertexNormal); vec3 tangent = (modelMatrix * vec4(vertexTangent, 0.0)).xyz; vec3 bitangent = (modelMatrix * vec4(vertexBitangent, 0.0)).xyz; TBN = transpose(mat3(tangent, bitangent, normal)); vec3 viewDir = normalize(cameraPos - (modelMatrix * vec4(vertexPosition, 1)).xyz); vec3 lightDir = normalize(lightPos - (modelMatrix * vec4(vertexPosition, 1)).xyz); viewDirTS = TBN * viewDir; lightDirTS = TBN * lightDir; //worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz; //vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz; vecTex = vertexTexCoord; vecTex.y = 1.0 - vecTex.y; gl_Position = transformation * vec4(vertexPosition, 1.0); // }