stk-code_catmod/data/shaders/normalmap.vert
2014-04-10 23:03:57 +02:00

42 lines
965 B
GLSL

layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
uniform mat4 ModelMatrix;
uniform mat4 InverseModelMatrix;
#if __VERSION__ >= 130
in vec3 Position;
in vec2 Texcoord;
in vec3 Tangent;
in vec3 Bitangent;
out vec3 tangent;
out vec3 bitangent;
out vec2 uv;
#else
attribute vec3 Position;
attribute vec2 Texcoord;
attribute vec3 Tangent;
attribute vec3 Bitangent;
varying vec3 tangent;
varying vec3 bitangent;
varying vec2 uv;
#endif
void main()
{
mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
uv = Texcoord;
tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz;
bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz;
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
}