2014-05-22 07:33:12 +04:00
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$input a_position, a_normal, a_tangent, a_texcoord0
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$output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
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/*
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2021-01-15 02:53:49 +03:00
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* Copyright 2011-2021 Branimir Karadzic. All rights reserved.
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2016-01-01 11:11:04 +03:00
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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2014-05-22 07:33:12 +04:00
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*/
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#include "../common/common.sh"
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void main()
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{
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vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
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gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
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2015-01-21 08:41:51 +03:00
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vec4 normal = a_normal * 2.0 - 1.0;
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2014-05-22 07:33:12 +04:00
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vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
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2015-01-21 08:41:51 +03:00
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vec4 tangent = a_tangent * 2.0 - 1.0;
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2014-05-22 07:33:12 +04:00
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vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz;
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vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);
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vec3 viewTangent = normalize(mul(u_view, vec4(wtangent, 0.0) ).xyz);
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vec3 viewBitangent = cross(viewNormal, viewTangent) * tangent.w;
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mat3 tbn = mat3(viewTangent, viewBitangent, viewNormal);
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v_wpos = wpos;
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vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
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v_view = mul(view, tbn);
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v_normal = viewNormal;
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v_tangent = viewTangent;
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v_bitangent = viewBitangent;
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v_texcoord0 = a_texcoord0;
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}
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