gedeng/Shader/bump.vs
2021-05-23 20:39:10 +02:00

42 lines
1.1 KiB
GLSL

#version 430
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
out VS_OUT {
vec3 FragPos;
vec4 FragPosLightSpace;
vec2 TexCoords;
vec3 TangentLightDir;
vec3 TangentViewPos;
vec3 TangentFragPos;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform vec3 light_direction;
uniform mat4 light_space_matrix;
uniform vec3 viewPos;
void main() {
gl_Position = projection * view * model * vec4(aPos, 1.0);
vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
vs_out.TexCoords = aTexCoords;
vs_out.FragPosLightSpace = light_space_matrix * vec4(vs_out.FragPos, 1.0);
vec3 T = normalize(mat3(model) * aTangent);
vec3 B = normalize(mat3(model) * aBitangent);
vec3 N = normalize(mat3(model) * aNormal);
mat3 TBN = transpose(mat3(T, B, N));
vs_out.TangentLightDir = TBN * -light_direction;
vs_out.TangentViewPos = TBN * viewPos;
vs_out.TangentFragPos = TBN * vs_out.FragPos;
}