mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
49 lines
1.4 KiB
GLSL
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);
|
|
}
|