2025-01-19 14:17:36 +01:00

35 lines
744 B
GLSL

#version 330
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
layout (location=0) in vec3 position;
layout (location=1) in vec3 normal;
layout (location=2) in vec2 uv0;
layout (location=3) in vec3 tangent;
layout (location=4) in vec3 bitangent;
layout (location=5) in vec4 color;
out vec4 vertexColor;
out mat3 TBN;
out vec3 fPos;
out vec2 TCordinate;
void main() {
gl_Position = projection * view * model * vec4(position, 1.0f);
fPos = vec3(view * model * vec4(position, 1.0f));
vertexColor = color;
vec3 T = normalize(vec3(model * vec4(tangent, 0.0f)));
vec3 B = normalize(vec3(model * vec4(bitangent, 0.0f)));
vec3 N = normalize(vec3(model * vec4(normal, 0.0f)));
TBN = mat3(T, B, N);
TCordinate = uv0;
}