dust3d/shaders/default.vert

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GLSL
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attribute vec4 vertex;
attribute vec3 normal;
attribute vec3 color;
attribute vec2 texCoord;
attribute float metalness;
attribute float roughness;
attribute vec3 tangent;
varying vec3 vert;
varying vec3 vertNormal;
varying vec3 vertColor;
varying vec2 vertTexCoord;
varying float vertMetalness;
varying float vertRoughness;
varying vec3 cameraPos;
varying vec3 firstLightPos;
varying vec3 secondLightPos;
varying vec3 thirdLightPos;
uniform mat4 projectionMatrix;
uniform mat4 modelMatrix;
uniform mat3 normalMatrix;
uniform mat4 viewMatrix;
uniform highp int normalMapEnabled;
mat3 transpose(mat3 m)
{
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
void main()
{
vert = (modelMatrix * vertex).xyz;
vertNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz);
vertColor = color;
cameraPos = vec3(0, 0, -2.1);
firstLightPos = vec3(5.0, 5.0, 5.0);
secondLightPos = vec3(-5.0, 5.0, 5.0);
thirdLightPos = vec3(0.0, -5.0, -5.0);
gl_Position = projectionMatrix * viewMatrix * vec4(vert, 1.0);
if (normalMapEnabled == 1) {
vec3 T = normalize(normalMatrix * tangent);
vec3 N = normalize(normalMatrix * normal);
T = normalize(T - dot(T, N) * N);
vec3 B = cross(N, T);
mat3 TBN = transpose(mat3(T, B, N));
firstLightPos = TBN * firstLightPos;
secondLightPos = TBN * secondLightPos;
thirdLightPos = TBN * thirdLightPos;
cameraPos = TBN * cameraPos;
vert = TBN * vert;
}
vertTexCoord = texCoord;
vertMetalness = metalness;
vertRoughness = roughness;
}