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

28 lines
620 B
GLSL

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