#version 330 layout(location = 0) in vec4 vertex; layout(location = 1) in vec3 normal; layout(location = 2) in vec3 color; layout(location = 3) in vec2 texCoord; layout(location = 4) in float metalness; layout(location = 5) in float roughness; layout(location = 6) in vec3 tangent; layout(location = 7) in float alpha; uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform int normalMapEnabled; out vec3 pointPosition; out vec3 pointNormal; out vec3 pointColor; out vec2 pointTexCoord; out float pointAlpha; out float pointMetalness; out float pointRoughness; out mat3 pointTBN; 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() { pointPosition = (modelMatrix * vertex).xyz; pointNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz); pointColor = color; pointTexCoord = texCoord; pointAlpha = alpha; pointMetalness = metalness; pointRoughness = roughness; gl_Position = projectionMatrix * viewMatrix * vec4(pointPosition, 1.0); if (1 == normalMapEnabled) { vec3 T = normalize(normalMatrix * tangent); vec3 N = normalize(normalMatrix * normal); T = normalize(T - dot(T, N) * N); vec3 B = cross(N, T); pointTBN = mat3(T, B, N); } }