67 lines
1.8 KiB
GLSL
67 lines
1.8 KiB
GLSL
#version 330
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layout(location = 0) in vec4 vertex;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec3 color;
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layout(location = 3) in vec2 texCoord;
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layout(location = 4) in float metalness;
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layout(location = 5) in float roughness;
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layout(location = 6) in vec3 tangent;
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layout(location = 7) in float alpha;
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out vec3 vert;
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out vec3 vertRaw;
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out vec3 vertNormal;
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out vec3 vertColor;
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out vec2 vertTexCoord;
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out float vertMetalness;
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out float vertRoughness;
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out vec3 cameraPos;
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out vec3 firstLightPos;
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out vec3 secondLightPos;
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out vec3 thirdLightPos;
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out float vertAlpha;
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uniform mat4 projectionMatrix;
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uniform mat4 modelMatrix;
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uniform mat3 normalMatrix;
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uniform mat4 viewMatrix;
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uniform int normalMapEnabled;
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mat3 transpose(mat3 m)
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{
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return mat3(m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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}
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void main()
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{
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vert = (modelMatrix * vertex).xyz;
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vertRaw = vert;
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vertNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz);
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vertColor = color;
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vertAlpha = alpha;
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cameraPos = vec3(0, 0, -4.0);
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firstLightPos = vec3(5.0, 5.0, 5.0);
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secondLightPos = vec3(-5.0, 5.0, 5.0);
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thirdLightPos = vec3(0.0, -5.0, -5.0);
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gl_Position = projectionMatrix * viewMatrix * vec4(vert, 1.0);
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if (normalMapEnabled == 1) {
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vec3 T = normalize(normalMatrix * tangent);
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vec3 N = normalize(normalMatrix * normal);
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T = normalize(T - dot(T, N) * N);
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vec3 B = cross(N, T);
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mat3 TBN = transpose(mat3(T, B, N));
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firstLightPos = TBN * firstLightPos;
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secondLightPos = TBN * secondLightPos;
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thirdLightPos = TBN * thirdLightPos;
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cameraPos = TBN * cameraPos;
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vert = TBN * vert;
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}
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vertTexCoord = texCoord;
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vertMetalness = metalness;
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vertRoughness = roughness;
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} |