49 lines
1.5 KiB
GLSL
49 lines
1.5 KiB
GLSL
/*******************************************************************************************
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*
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* rPBR [shader] - Physically based rendering vertex shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexTangent;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out vec3 fragTangent;
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out vec3 fragBinormal;
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void main()
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{
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// Calculate binormal from vertex normal and tangent
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vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
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// Calculate fragment normal based on normal transformations
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// Calculate fragment position based on model transformations
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragNormal = normalize(normalMatrix*vertexNormal);
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fragTangent = normalize(normalMatrix*vec3(vertexTangent));
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fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
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fragBinormal = normalize(normalMatrix*vertexBinormal);
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fragBinormal = cross(fragNormal, fragTangent);
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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} |