procedural-3d-engine/shaders/glsl/parallaxmapping/parallax.vert
2023-05-09 21:03:02 +02:00

36 lines
968 B
GLSL

#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;
}