in vec3 tangent;
in vec3 bitangent;
in vec2 vTexCoord;
+
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
+
out vec3 defNormal;
out vec2 texCoord;
out vec3 viewPos;
out vec3 fragPos;
-struct Material {
- vec3 ambient;
- vec3 diffuse;
- sampler2D diffuseMap;
- vec3 specular;
- sampler2D specularMap;
- float shininess;
-
- bool hasTexture;
- bool hasSpecularMap;
-
- sampler2D normalMap;
- bool hasNormalMap;
-};
-
-uniform Material material;
-
-
void main() {
vec4 pos = model * vec4(vPosition, 1.f);
- defNormal = mat3(transpose(inverse(model))) * vNormal;
texCoord = vTexCoord;
//tangent space stuff
- if (material.hasNormalMap) {
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);
- } else {
- lightPos = vLightPos;
- viewPos = vViewPos;
- fragPos = vec3(pos);
- }
+ defNormal = TBN * mat3(transpose(inverse(model))) * vNormal;
gl_Position = projection * view * pos;
}