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attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec2 vertexTexCoord;
attribute vec4 vertexTangent;
varying vec3 worldPosition;
varying vec2 texCoord;
varying mat3 tangentMatrix;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 projectionMatrix;
uniform mat4 mvp;
uniform float texCoordScale;
void main()
{
// Pass through texture coordinates
texCoord = vertexTexCoord * texCoordScale;
// Transform position, normal, and tangent to world coords
vec3 normal = normalize( modelNormalMatrix * vertexNormal );
vec3 tangent = normalize( modelNormalMatrix * vertexTangent.xyz );
worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
// Calculate binormal vector
vec3 binormal = normalize( cross( normal, tangent ) );
// Construct matrix to transform from eye coords to tangent space
tangentMatrix = mat3 (
tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z );
// Calculate vertex position in clip coordinates
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
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