blob: 306a562fb45ad607d0cb7ad28d5a3e20a603c098 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
|
#version 150 core
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexTangent;
out vec3 worldPosition;
out vec2 texCoord;
out mat3 tangentMatrix;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
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 );
}
|