#version 330 core layout(location = 0) in vec3 a_position; layout(location = 1) in vec2 a_texCoord; layout(location = 2) in vec3 a_normal; layout(location = 3) in vec4 a_tangent; out vec3 v_normal; out vec2 v_texCoord; out vec3 v_fragmentPosition; out vec4 v_fragmentPositionDirectionalLightSpace; out vec3 v_viewPosition; struct DirectionalLight { vec3 direction; bool isActive; vec3 color; }; uniform DirectionalLight u_directionalLight; out vec3 v_lightDirection; struct PointLight { vec3 position; bool isActive; vec3 color; }; #define NUM_POINT_LIGHTS 1 uniform PointLight u_pointLight[NUM_POINT_LIGHTS]; out vec3 v_lightPosition0; uniform vec3 u_viewPosition; uniform mat4 u_modelViewProjMatrix; uniform mat4 u_modelMatrix; void main() { gl_Position = u_modelViewProjMatrix * vec4(a_position, 1.0f); vec3 T = normalize(vec3(u_modelMatrix * vec4(a_tangent.xyz, 0.0f))); vec3 N = normalize(vec3(u_modelMatrix * vec4(a_normal, 0.0f))); T = normalize(T - dot(T, N) * N); vec3 B = cross(N, T) * a_tangent.w; mat3 TBN = transpose(mat3(T, B, N)); v_lightDirection = TBN * u_directionalLight.direction; v_lightPosition0 = TBN * u_pointLight[0].position; v_fragmentPosition = TBN * vec3(u_modelMatrix * vec4(a_position, 1.0f)); v_viewPosition = TBN * u_viewPosition; v_normal = N; v_texCoord = a_texCoord; }