#version 330 in vec3 vPosition; in vec4 vColor; in vec3 vNormal; in vec3 tangent; in vec3 bitangent; in vec2 vTexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 defNormal; out vec2 texCoord; uniform vec3 vLightPos; uniform vec3 vViewPos; out vec3 lightPos; out vec3 viewPos; out vec3 fragPos; void main() { vec4 pos = model * vec4(vPosition, 1.f); texCoord = vTexCoord; //tangent space stuff vec3 T = normalize(vec3(model * vec4(tangent, 0.0))); vec3 B = normalize(vec3(model * vec4(bitangent, 0.0))); vec3 N = normalize(vec3(model * vec4(vNormal, 0.0))); // convert TBN to world->tangent space mat3 TBN = transpose(mat3(T, B, N)); lightPos = TBN * vLightPos; viewPos = TBN * vViewPos; fragPos = TBN * vec3(pos); defNormal = TBN * mat3(transpose(inverse(model))) * vNormal; gl_Position = projection * view * pos; }