Moved shaders to new directory
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shaders/glsl/parallaxmapping/parallax.vert
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shaders/glsl/parallaxmapping/parallax.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec4 inTangent;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec4 lightPos;
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vec4 cameraPos;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outTangentLightPos;
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layout (location = 2) out vec3 outTangentViewPos;
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layout (location = 3) out vec3 outTangentFragPos;
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void main(void)
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{
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0f);
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outTangentFragPos = vec3(ubo.model * vec4(inPos, 1.0));
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outUV = inUV;
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vec3 N = normalize(mat3(ubo.model) * inNormal);
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vec3 T = normalize(mat3(ubo.model) * inTangent.xyz);
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vec3 B = normalize(cross(N, T));
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mat3 TBN = transpose(mat3(T, B, N));
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outTangentLightPos = TBN * ubo.lightPos.xyz;
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outTangentViewPos = TBN * ubo.cameraPos.xyz;
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outTangentFragPos = TBN * outTangentFragPos;
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}
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