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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-04-03 11:09:40 -04:00
2024-02-09 18:19:57 +00:00

48 lines
1.3 KiB
GLSL

#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec3 vertexTangent;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
uniform vec3 lightPos;
uniform vec4 difColor;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
out mat3 TBN;
const float normalOffset = 0.1;
void main()
{
// Compute binormal from vertex normal and tangent
vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
fragTexCoord = vertexTexCoord*2.0;
fragNormal = normalize(normalMatrix*vertexNormal);
vec3 fragTangent = normalize(normalMatrix*vertexTangent);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}