stk-code_catmod/data/shaders/normalmap.vert

21 lines
474 B
GLSL

#version 330
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
in vec3 Position;
in vec2 Texcoord;
in vec3 Tangent;
in vec3 Bitangent;
noperspective out vec3 tangent;
noperspective out vec3 bitangent;
out vec2 uv;
void main()
{
uv = Texcoord;
tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz;
bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz;
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
}