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