learn-opengl/45-animation/shaders/43-framebuffers.vert.glsl

31 lines
887 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
out vec4 FragPosLightSpace;
out mat3 TBN;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 lightSpaceMatrix;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = transpose(inverse(mat3(model))) * aNormal;
TexCoords = aTexCoords;
FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
gl_Position = projection * view * model * vec4(aPos, 1.0);
vec3 T = normalize(vec3(model * vec4(aTangent, 0.0)));
vec3 B = normalize(vec3(model * vec4(aBitangent, 0.0)));
vec3 N = normalize(vec3(model * vec4(aNormal, 0.0)));
TBN = mat3(T, B, N);
}