opengl-deferred/assets/shader/deferred/deferred.vs

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#version 460 core
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layout (location = 0) in vec3 _pos;
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layout (location = 1) in vec2 _tex;
layout (location = 2) in vec3 _norm;
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layout (location = 3) in vec3 _tan;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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out vec3 pos;
out vec3 norm;
out vec2 tex;
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out mat3 TBN;
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void main() {
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vec3 T = normalize(vec3(model * vec4(_tan, 0)));
vec3 N = normalize(vec3(model * vec4(_norm, 0)));
vec3 B = cross(N, T);
TBN = mat3(T, B, N);
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gl_Position = projection * view * model * vec4(_pos, 1.0);
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pos = vec3(model * vec4(_pos, 1.0));
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norm = mat3(transpose(inverse(model))) * _norm;
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tex = _tex;
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}