$input a_position, a_normal, a_tangent, a_texcoord0 $output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0 /* * Copyright 2011-2019 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" mat3 mtx3FromCols(vec3 c0, vec3 c1, vec3 c2) { #ifdef BGFX_SHADER_LANGUAGE_GLSL return mat3(c0, c1, c2); #else return transpose(mat3(c0, c1, c2)); #endif } void main() { vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz; v_wpos = wpos; gl_Position = mul(u_viewProj, vec4(wpos, 1.0) ); vec4 normal = a_normal * 2.0 - 1.0; vec4 tangent = a_tangent * 2.0 - 1.0; vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz; vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz; v_normal = normalize(wnormal); v_tangent = normalize(wtangent); v_bitangent = cross(v_normal, v_tangent) * tangent.w; mat3 tbn = mtx3FromCols(v_tangent, v_bitangent, v_normal); // eye position in world space vec3 weyepos = mul(vec4(0.0, 0.0, 0.0, 1.0), u_view).xyz; // tangent space view dir v_view = mul(weyepos - wpos, tbn); v_texcoord0 = a_texcoord0; }