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-rw-r--r--src/render/shaders/gl3/normaldiffusemap.vert51
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 );
+}