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