procedural-3d-engine/data/shaders/glsl/particlefire/normalmap.vert

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inTangent;
layout (location = 4) in vec3 inBiTangent;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 normal;
vec4 lightPos;
} ubo;
out gl_PerVertex
{
vec4 gl_Position;
};
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec3 outLightVec;
layout (location = 2) out vec3 outLightVecB;
layout (location = 3) out vec3 outLightDir;
layout (location = 4) out vec3 outViewVec;
void main(void)
{
vec3 vertexPosition = vec3(ubo.model * vec4(inPos, 1.0));
outLightDir = normalize(ubo.lightPos.xyz - vertexPosition);
// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
// object coordinates into tangent space
mat3 tbnMatrix;
tbnMatrix[0] = mat3(ubo.normal) * inTangent;
tbnMatrix[1] = mat3(ubo.normal) * inBiTangent;
tbnMatrix[2] = mat3(ubo.normal) * inNormal;
outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition) * tbnMatrix;
vec3 lightDist = ubo.lightPos.xyz - inPos;
outLightVecB.x = dot(inTangent, lightDist);
outLightVecB.y = dot(inBiTangent, lightDist);
outLightVecB.z = dot(inNormal, lightDist);
outViewVec.x = dot(inTangent, inPos);
outViewVec.y = dot(inBiTangent, inPos);
outViewVec.z = dot(inNormal, inPos);
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
}