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raylib/examples/shaders/resources/shaders/glsl330/normalmap.vs
2025-07-08 05:05:30 -05:00

49 lines
1.4 KiB
GLSL

#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexTangent;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec3 fragNormal; //used for when normal mapping is toggled off
out vec4 fragColor;
out mat3 TBN;
void main()
{
// Compute binormal from vertex normal and tangent. W component is the tangent handedness
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
//Create TBN matrix for transforming the normal map values from tangent-space to world-space
fragNormal = normalize(normalMatrix * vertexNormal);
vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
fragColor = vertexColor;
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}