59 lines
1.4 KiB
GLSL
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;
|
|
}
|