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- #version 450
-
- 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 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 T = normalize(mat3(ubo.model) * inTangent);
- vec3 B = normalize(mat3(ubo.model) * inBiTangent);
- vec3 N = normalize(mat3(ubo.model) * inNormal);
- mat3 TBN = transpose(mat3(T, B, N));
-
- outTangentLightPos = TBN * ubo.lightPos.xyz;
- outTangentViewPos = TBN * ubo.cameraPos.xyz;
- outTangentFragPos = TBN * outTangentFragPos;
- }
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