bgfx/examples/33-pom/vs_pom.sc

30 lines
901 B
Python

$input a_position, a_tangent, a_bitangent, a_texcoord0
$output v_texcoord0, v_ts_light_pos, v_ts_view_pos, v_ts_frag_pos
uniform mat4 u_norm_mtx;
uniform vec4 u_light_pos;
#include "../common/common.sh"
void main()
{
vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
vec3 tangent = a_tangent * 2.0 - 1.0;
vec3 bitangent = a_bitangent * 2.0 - 1.0;
vec3 normal = cross(tangent, bitangent);
vec3 t = normalize(mul(u_norm_mtx, vec4(tangent, 0.0) ).xyz);
vec3 b = normalize(mul(u_norm_mtx, vec4(bitangent, 0.0) ).xyz);
vec3 n = normalize(mul(u_norm_mtx, vec4(normal, 0.0) ).xyz);
mat3 tbn = mat3(t, b, n);
v_ts_light_pos = instMul(u_light_pos.xyz, tbn);
// Our camera is always at the origin
v_ts_view_pos = instMul(vec3_splat(0.0), tbn);
v_ts_frag_pos = instMul(wpos, tbn);
v_texcoord0 = a_texcoord0;
}