2024-10-11 23:02:12 +00:00
|
|
|
#version 460 core
|
2024-10-11 16:38:21 +00:00
|
|
|
|
2024-10-11 23:02:12 +00:00
|
|
|
layout (location = 0) in vec3 _pos;
|
2024-10-12 00:22:54 +00:00
|
|
|
layout (location = 1) in vec2 _tex;
|
|
|
|
layout (location = 2) in vec3 _norm;
|
2024-10-18 14:12:01 +00:00
|
|
|
layout (location = 3) in vec3 _tan;
|
2024-10-11 16:38:21 +00:00
|
|
|
|
2024-10-11 23:02:12 +00:00
|
|
|
uniform mat4 projection;
|
2024-10-12 12:31:15 +00:00
|
|
|
uniform mat4 view;
|
2024-10-11 23:02:12 +00:00
|
|
|
uniform mat4 model;
|
2024-10-11 16:38:21 +00:00
|
|
|
|
2024-10-11 23:02:12 +00:00
|
|
|
out vec3 pos;
|
|
|
|
out vec3 norm;
|
|
|
|
out vec2 tex;
|
2024-10-18 14:12:01 +00:00
|
|
|
out mat3 TBN;
|
2024-10-11 16:38:21 +00:00
|
|
|
|
|
|
|
void main() {
|
2024-10-18 14:12:01 +00:00
|
|
|
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);
|
|
|
|
|
2024-10-12 12:31:15 +00:00
|
|
|
gl_Position = projection * view * model * vec4(_pos, 1.0);
|
2024-10-11 23:02:12 +00:00
|
|
|
pos = vec3(model * vec4(_pos, 1.0));
|
2024-10-15 14:52:21 +00:00
|
|
|
norm = mat3(transpose(inverse(model))) * _norm;
|
2024-10-11 23:02:12 +00:00
|
|
|
tex = _tex;
|
2024-10-15 14:52:21 +00:00
|
|
|
}
|