50 lines
No EOL
1.4 KiB
GLSL
50 lines
No EOL
1.4 KiB
GLSL
#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 model;
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mat4 normal;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outLightVec;
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layout (location = 2) out vec3 outLightVecB;
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layout (location = 3) out vec3 outLightDir;
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layout (location = 4) out vec3 outViewVec;
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void main(void)
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{
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vec3 vertexPosition = vec3(ubo.model * vec4(inPos, 1.0));
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outLightDir = normalize(ubo.lightPos.xyz - vertexPosition);
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vec3 biTangent = cross(inNormal, inTangent.xyz);
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// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
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// object coordinates into tangent space
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mat3 tbnMatrix;
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tbnMatrix[0] = mat3(ubo.normal) * inTangent.xyz;
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tbnMatrix[1] = mat3(ubo.normal) * biTangent;
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tbnMatrix[2] = mat3(ubo.normal) * inNormal;
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outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition) * tbnMatrix;
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vec3 lightDist = ubo.lightPos.xyz - inPos;
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outLightVecB.x = dot(inTangent.xyz, lightDist);
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outLightVecB.y = dot(biTangent, lightDist);
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outLightVecB.z = dot(inNormal, lightDist);
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outViewVec.x = dot(inTangent.xyz, inPos);
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outViewVec.y = dot(biTangent, inPos);
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outViewVec.z = dot(inNormal, inPos);
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
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} |