bgfx/examples/06-bump/vs_bump.sc
Бранимир Караџић af49c5d264 Happy New Year!
2021-01-14 15:53:49 -08:00

45 lines
1.1 KiB
Scala

$input a_position, a_normal, a_tangent, a_texcoord0
$output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
/*
* Copyright 2011-2021 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;
}