From d65ddd07a43d5ffdcf2ddf90d6f86626cf9b92d8 Mon Sep 17 00:00:00 2001 From: pryazha Date: Tue, 18 Mar 2025 11:31:31 +0500 Subject: hdr --- .../5.parallax_mapping/shaders/parallax.vert | 37 ++++++++++++++++++++++ 1 file changed, 37 insertions(+) create mode 100644 advanced_lighting/5.parallax_mapping/shaders/parallax.vert (limited to 'advanced_lighting/5.parallax_mapping/shaders/parallax.vert') diff --git a/advanced_lighting/5.parallax_mapping/shaders/parallax.vert b/advanced_lighting/5.parallax_mapping/shaders/parallax.vert new file mode 100644 index 0000000..a3451c3 --- /dev/null +++ b/advanced_lighting/5.parallax_mapping/shaders/parallax.vert @@ -0,0 +1,37 @@ +#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 { + vec3 frag_pos; + vec2 tex_coords; + vec3 tangent_light_pos; + vec3 tangent_view_pos; + vec3 tangent_frag_pos; +} vs_out; + +uniform mat4 proj; +uniform mat4 view; +uniform mat4 model; + +uniform vec3 light_pos; +uniform vec3 view_pos; + +void main(void) +{ + gl_Position = proj*view*model*vec4(apos, 1.0); + vs_out.frag_pos = vec3(model*vec4(apos, 1.0)); + vs_out.tex_coords = atex_coords; + + vec3 T = normalize(mat3(model)*atangent); + vec3 B = normalize(mat3(model)*abitangent); + vec3 N = normalize(mat3(model)*anormal); + 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*vs_out.frag_pos; +} -- cgit v1.2.3