#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; out vec3 vert; out vec3 vertRaw; out vec3 vertNormal; out vec3 vertColor; out vec2 vertTexCoord; out float vertMetalness; out float vertRoughness; out vec3 cameraPos; out vec3 firstLightPos; out vec3 secondLightPos; out vec3 thirdLightPos; out float vertAlpha; uniform mat4 projectionMatrix; uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 viewMatrix; uniform int normalMapEnabled; uniform vec3 eyePos; 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; vertRaw = vert; vertNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz); vertColor = color; vertAlpha = alpha; cameraPos = eyePos; 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; }