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