#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inNormal; layout (location = 3) in vec3 inTangent; layout (location = 4) in vec3 inBiTangent; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 normal; vec4 lightPos; vec4 cameraPos; } ubo; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout (location = 0) out vec2 outUV; layout (location = 1) out vec3 outLightVec; layout (location = 2) out vec3 outLightVecB; layout (location = 5) out vec3 outLightDir; layout (location = 6) out vec3 outViewVec; void main(void) { vec3 vertexPosition = vec3(ubo.model * vec4(inPos, 1.0)); outLightDir = normalize(ubo.lightPos.xyz - vertexPosition); // Setup (t)angent-(b)inormal-(n)ormal matrix for converting // object coordinates into tangent space mat3 tbnMatrix; tbnMatrix[0] = mat3(ubo.normal) * inTangent; tbnMatrix[1] = mat3(ubo.normal) * inBiTangent; tbnMatrix[2] = mat3(ubo.normal) * inNormal; outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition.xyz) * tbnMatrix; vec3 lightDist = ubo.lightPos.xyz - inPos.xyz; outLightVecB.x = dot(inTangent.xyz, lightDist); outLightVecB.y = dot(inBiTangent.xyz, lightDist); outLightVecB.z = dot(inNormal, lightDist); outViewVec.x = dot(inTangent, inPos.xyz); outViewVec.y = dot(inBiTangent, inPos.xyz); outViewVec.z = dot(inNormal, inPos.xyz); outUV = inUV; gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0); }