stk-code_catmod/data/shaders/normalmap.vert
2014-06-27 20:58:52 +02:00

39 lines
958 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__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 Texcoord;
layout(location = 5) in vec3 Tangent;
layout(location = 6) in vec3 Bitangent;
#else
in vec3 Position;
in vec2 Texcoord;
in vec3 Tangent;
in vec3 Bitangent;
#endif
out vec3 tangent;
out vec3 bitangent;
out vec2 uv;
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.);
}