ecsgame/Shaders/default-vertex.vs
karl 83936f66fb Use Tangents for correct normal calculation
The normal maps are looking good now!
2020-11-18 16:04:44 +01:00

31 lines
830 B
GLSL

#version 320 es
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 NORMAL;
layout (location = 2) in vec2 UV;
layout (location = 3) in vec3 TANGENT;
layout (location = 4) in vec3 BITANGENT;
out vec2 TexCoord;
out vec3 Normal;
out vec3 FragPos;
out vec4 FragPosLightSpace;
out mat3 TBN;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 lightSpaceMatrix;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoord = UV;
Normal = NORMAL;
FragPos = vec3(model * vec4(aPos, 1.0));
FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
vec3 T = normalize(vec3(model * vec4(TANGENT, 0.0)));
vec3 B = normalize(vec3(model * vec4(BITANGENT, 0.0)));
vec3 N = normalize(vec3(model * vec4(NORMAL, 0.0)));
TBN = mat3(T, B, N);
}