#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 view; mat4 model; vec4 lightPos; vec4 cameraPos; } ubo; layout (location = 0) out vec2 outUV; layout (location = 1) out vec3 outTangentLightPos; layout (location = 2) out vec3 outTangentViewPos; layout (location = 3) out vec3 outTangentFragPos; void main(void) { gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0f); outTangentFragPos = vec3(ubo.model * vec4(inPos, 1.0)); outUV = inUV; vec3 N = normalize(mat3(ubo.model) * inNormal); vec3 T = normalize(mat3(ubo.model) * inTangent.xyz); vec3 B = normalize(cross(N, T)); mat3 TBN = transpose(mat3(T, B, N)); outTangentLightPos = TBN * ubo.lightPos.xyz; outTangentViewPos = TBN * ubo.cameraPos.xyz; outTangentFragPos = TBN * outTangentFragPos; }