summaryrefslogtreecommitdiff
path: root/advanced_lighting/4.normal_mapping/shaders/normal_map.vert
diff options
context:
space:
mode:
Diffstat (limited to 'advanced_lighting/4.normal_mapping/shaders/normal_map.vert')
-rw-r--r--advanced_lighting/4.normal_mapping/shaders/normal_map.vert36
1 files changed, 36 insertions, 0 deletions
diff --git a/advanced_lighting/4.normal_mapping/shaders/normal_map.vert b/advanced_lighting/4.normal_mapping/shaders/normal_map.vert
new file mode 100644
index 0000000..3b089b5
--- /dev/null
+++ b/advanced_lighting/4.normal_mapping/shaders/normal_map.vert
@@ -0,0 +1,36 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+layout(location = 2) in vec2 atex_coords;
+layout(location = 3) in vec3 atangent;
+layout(location = 4) in vec3 abitangent;
+
+out VS_OUT {
+ /* mat3 TBN; */
+ vec3 frag_pos;
+ vec3 tangent_light_pos;
+ vec3 tangent_view_pos;
+ vec3 tangent_frag_pos;
+ vec2 tex_coords;
+} vs_out;
+
+uniform mat4 proj;
+uniform mat4 view;
+uniform mat4 model;
+
+uniform vec3 light_pos;
+uniform vec3 view_pos;
+
+void main(void)
+{
+ vs_out.frag_pos = vec3(model * vec4(apos, 1.0));
+ vs_out.tex_coords = atex_coords;
+ vec3 T = normalize(vec3(model * vec4(atangent, 0.0)));
+ vec3 B = normalize(vec3(model * vec4(abitangent, 0.0)));
+ vec3 N = normalize(vec3(model * vec4(anormal, 0.0)));
+ mat3 TBN = transpose(mat3(T, B, N));
+ vs_out.tangent_light_pos = TBN * light_pos;
+ vs_out.tangent_view_pos = TBN * view_pos;
+ vs_out.tangent_frag_pos = TBN * vec3(model * vec4(apos, 0.0));
+ gl_Position = proj * view * vec4(vs_out.frag_pos, 1.0);
+}