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