30 lines
769 B
GLSL
30 lines
769 B
GLSL
uniform mat4 ModelMatrix;
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uniform mat4 InverseModelMatrix;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 5) in vec3 Tangent;
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layout(location = 6) in vec3 Bitangent;
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#else
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in vec3 Position;
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in vec2 Texcoord;
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in vec3 Tangent;
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in vec3 Bitangent;
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#endif
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out vec3 tangent;
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out vec3 bitangent;
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out vec2 uv;
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void main()
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{
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mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
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mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
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uv = Texcoord;
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tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz;
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bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz;
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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}
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