#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; uniform vec3 lightIntensity; 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 ); }