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#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;
}
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