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; }