Files
fall-fever/data/shaders/basic.vert
2021-02-21 19:54:17 +01:00

69 lines
2.0 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 vec3 a_tangent;
layout(location = 4) in vec3 a_bitangent;
out vec3 v_normal;
out vec2 v_texCoord;
out vec3 v_fragmentPosition;
out vec3 v_fragmentPositionTangent;
out vec4 v_fragmentPositionDirectionalLightSpace;
out vec3 v_viewPositionTangent;
struct DirectionalLight {
vec3 direction;
bool isActive;
vec3 color;
};
uniform DirectionalLight u_directionalLight;
out vec3 v_lightDirectionTangent;
struct PointLight {
vec3 position;
bool isActive;
vec3 color;
};
#define NUM_POINT_LIGHTS 1
uniform PointLight u_pointLight[NUM_POINT_LIGHTS];
out vec3 v_lightPositionTangent0;
//out vec3 v_lightPositionTangent1;
//out vec3 v_lightPositionTangent2;
//out vec3 v_lightPositionTangent3;
uniform vec3 u_viewPosition;
uniform mat4 u_modelViewProjMatrix;
uniform mat4 u_modelMatrix;
uniform mat4 u_directionalLightViewProjMatrix;
void main() {
gl_Position = u_modelViewProjMatrix * vec4(a_position, 1.0f);
vec3 T = normalize(vec3(u_modelMatrix * vec4(a_tangent, 0.0f)));
vec3 B = normalize(vec3(u_modelMatrix * vec4(a_bitangent, 0.0f)));
vec3 N = normalize(vec3(u_modelMatrix * vec4(a_normal, 0.0f)));
mat3 TBN_transposed = transpose(mat3(T, B, N));
v_lightDirectionTangent = TBN_transposed * u_directionalLight.direction;
v_lightPositionTangent0 = TBN_transposed * u_pointLight[0].position;
//v_lightPositionTangent1 = vec3(0.0f);
//v_lightPositionTangent2 = vec3(0.0f);
//v_lightPositionTangent3 = vec3(0.0f);
v_fragmentPositionTangent = TBN_transposed * vec3(u_modelMatrix * vec4(a_position, 1.0f));
v_fragmentPosition = vec3(u_modelMatrix * vec4(a_position, 1.0f));
v_fragmentPositionDirectionalLightSpace = u_directionalLightViewProjMatrix * vec4(v_fragmentPosition, 1.0f);
v_viewPositionTangent = TBN_transposed * u_viewPosition;
v_normal = a_normal;
v_texCoord = a_texCoord;
}