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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (binding = 1) uniform sampler2D samplerColor;
  5. layout (binding = 2) uniform sampler2D samplerNormalMap;
  6. layout (location = 0) in vec3 inNormal;
  7. layout (location = 1) in vec2 inUV;
  8. layout (location = 2) in vec3 inColor;
  9. layout (location = 3) in vec3 inWorldPos;
  10. layout (location = 4) in vec3 inTangent;
  11. layout (location = 0) out vec4 outPosition;
  12. layout (location = 1) out vec4 outNormal;
  13. layout (location = 2) out vec4 outAlbedo;
  14. void main()
  15. {
  16. outPosition = vec4(inWorldPos, 1.0);
  17. // Calculate normal in tangent space
  18. vec3 N = normalize(inNormal);
  19. N.y = -N.y;
  20. vec3 T = normalize(inTangent);
  21. vec3 B = cross(N, T);
  22. mat3 TBN = mat3(T, B, N);
  23. vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
  24. outNormal = vec4(tnorm, 1.0);
  25. outAlbedo = texture(samplerColor, inUV);
  26. }