51 lines
1.3 KiB
GLSL
51 lines
1.3 KiB
GLSL
#version 110
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attribute vec4 vertex;
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attribute vec3 normal;
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attribute vec3 color;
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attribute vec2 texCoord;
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attribute float metalness;
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attribute float roughness;
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attribute vec3 tangent;
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attribute float alpha;
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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 mat4 projectionMatrix;
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uniform int normalMapEnabled;
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varying vec3 pointPosition;
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varying vec3 pointNormal;
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varying vec3 pointColor;
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varying vec2 pointTexCoord;
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varying float pointAlpha;
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varying float pointMetalness;
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varying float pointRoughness;
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varying mat3 pointTBN;
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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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pointPosition = (modelMatrix * vertex).xyz;
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pointNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz);
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pointColor = color;
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pointTexCoord = texCoord;
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pointAlpha = alpha;
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pointMetalness = metalness;
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pointRoughness = roughness;
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gl_Position = projectionMatrix * viewMatrix * vec4(pointPosition, 1.0);
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if (1 == normalMapEnabled) {
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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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pointTBN = mat3(T, B, N);
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}
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}
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