30 lines
853 B
V Shell
30 lines
853 B
V Shell
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#version 460
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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layout (location = 2) in vec3 aNormal;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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uniform mat4 MVP;
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uniform mat4 NormalRotationMatrix;
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uniform mat4 ModelMatrix;
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out vec2 TexCoord;
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out vec4 WldPos;
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out vec3 Normal;
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out mat3 TBN;
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void main(){
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vec4 prepos = MVP * vec4(aPos,1);
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gl_Position = vec4(prepos.x,-prepos.y,prepos.zw);
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WldPos = ModelMatrix * vec4(aPos.xyz,1);
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TexCoord = aTexCoord;
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Normal = (NormalRotationMatrix * vec4(aNormal,1)).xyz;
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vec3 T = normalize(vec3(NormalRotationMatrix * vec4(aTangent, 0.0)));
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vec3 B = normalize(vec3(NormalRotationMatrix * vec4(aBitangent, 0.0)));
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vec3 N = normalize(vec3(NormalRotationMatrix * vec4(aNormal, 0.0)));
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TBN = mat3(T, B, N);
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}
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