#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); }