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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D samplerColor;
- layout (binding = 2) uniform sampler2D samplerNormalMap;
-
- layout (location = 0) in vec3 inNormal;
- layout (location = 1) in vec2 inUV;
- layout (location = 2) in vec3 inColor;
- layout (location = 3) in vec3 inWorldPos;
- layout (location = 4) in vec3 inTangent;
-
- layout (location = 0) out vec4 outPosition;
- layout (location = 1) out vec4 outNormal;
- layout (location = 2) out vec4 outAlbedo;
-
- void main()
- {
- outPosition = vec4(inWorldPos, 1.0);
-
- // Calculate normal in tangent space
- vec3 N = normalize(inNormal);
- vec3 T = normalize(inTangent);
- vec3 B = cross(N, T);
- mat3 TBN = mat3(T, B, N);
- vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
- outNormal = vec4(tnorm, 1.0);
-
- outAlbedo = texture(samplerColor, inUV);
- }
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