diff options
Diffstat (limited to 'src/render/shaders/gl3/normaldiffusemap.vert')
-rw-r--r-- | src/render/shaders/gl3/normaldiffusemap.vert | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/src/render/shaders/gl3/normaldiffusemap.vert b/src/render/shaders/gl3/normaldiffusemap.vert new file mode 100644 index 000000000..009187134 --- /dev/null +++ b/src/render/shaders/gl3/normaldiffusemap.vert @@ -0,0 +1,51 @@ +#version 150 core + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec2 vertexTexCoord; +in vec4 vertexTangent; + +out vec3 lightDir; +out vec3 viewDir; +out vec2 texCoord; + +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 projectionMatrix; +uniform mat4 mvp; + +uniform float texCoordScale; + +// TODO: Replace with a uniform block +uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); +uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); + +void main() +{ + // Pass through texture coordinates + texCoord = vertexTexCoord * texCoordScale; + + // Transform position, normal, and tangent to eye coords + vec3 normal = normalize( modelViewNormal * vertexNormal ); + vec3 tangent = normalize( modelViewNormal * vertexTangent.xyz ); + vec3 position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); + + // Calculate binormal vector + vec3 binormal = normalize( cross( normal, tangent ) ); + + // Construct matrix to transform from eye coords to tangent space + mat3 tangentMatrix = mat3 ( + tangent.x, binormal.x, normal.x, + tangent.y, binormal.y, normal.y, + tangent.z, binormal.z, normal.z ); + + // Transform light direction and view direction to tangent space + vec3 s = vec3( lightPosition ) - position; + lightDir = normalize( tangentMatrix * s ); + + vec3 v = -position; + viewDir = normalize( tangentMatrix * v ); + + // Calculate vertex position in clip coordinates + gl_Position = mvp * vec4( vertexPosition, 1.0 ); +} |