spoonedit/Shaders/ForwardPass.vsh

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2024-12-21 17:09:23 +01:00
#version 460
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec3 aNormal;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
uniform mat4 MVP;
uniform mat4 ModelMatrix;
uniform mat4 NormalRotationMatrix;
out vec2 TexCoord;
out vec4 WldPos;
out mat3 TBN;
out vec3 shadowSpacePos;
//out vec3 glPos;
uniform mat4 SunVP;
void main(){
WldPos = ModelMatrix * vec4(aPos.xyz,1.0f);
vec4 prepos = MVP * vec4(aPos,1.0f);
gl_Position = vec4(prepos.x,-prepos.y,prepos.zw);
TexCoord = aTexCoord;
vec4 ShadowClipSpace = SunVP * ModelMatrix * vec4(aPos,1.0f);
shadowSpacePos = ShadowClipSpace.xyz / ShadowClipSpace.w;
vec3 T = normalize(vec3(NormalRotationMatrix * vec4(aTangent, 0.0f)));
vec3 B = normalize(vec3(NormalRotationMatrix * vec4(aBitangent, 0.0f)));
vec3 N = normalize(vec3(NormalRotationMatrix * vec4(aNormal, 0.0f)));
TBN = mat3(T, B, N);
};