Files
fall-fever/data/shaders/standard_material.vert
2022-10-22 22:05:24 +02:00

59 lines
1.4 KiB
GLSL

#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;
}