mirror of
https://github.com/UOH-CS-Level5/551455-graphics-programming-2526-the-repo-Zyb3rWolfi.git
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45 lines
1.3 KiB
GLSL
45 lines
1.3 KiB
GLSL
#version 330 core
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// Vertex shader decides where each vertex is in 3D space
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// --- INPUTS ---
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// Comes directly from the vertex buffer
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layout(location = 0) in vec3 aPosition; // Raw 3D position
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layout(location = 1) in vec3 aNormal; // The direction perpendicular to the surface
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layout(location = 2) in vec2 aTexCoord; // The U,V texture coordinates
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layout(location = 3) in vec3 aTangent; // Tangent vector for normal mapping
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layout(location = 4) in vec3 aBitangent; // Bitangent vector for normal mapping
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// --- OUTPUTS ---
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// We can pass data to the fragment shader through these
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoord;
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out mat3 vTBN;
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// --- UNIFORMS ---
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// These are matrices that help transform our vertices
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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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void main(void)
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{
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vec3 T = normalize(vec3(model * vec4(aTangent, 0.0)));
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vec3 B = normalize(vec3(model * vec4(aBitangent, 0.0)));
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vec3 N = normalize(vec3(model * vec4(aNormal, 0.0)));
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vTBN = mat3(T, B, N);
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// 1. Calculate World Position
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FragPos = vec3(model * vec4(aPosition, 1.0));
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// 2. Calculate Normal
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Normal = mat3(transpose(inverse(model))) * aNormal;
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// 3. Pass Texture Coordinates
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TexCoord = aTexCoord;
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// 4. Calculate Final Position
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gl_Position = projection * view * vec4(FragPos, 1.0);
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} |