#version 330 in vec3 pos; in vec4 vColor; in vec3 unscaledNormal; in vec3 tangent; in vec3 bitangent; in vec2 vTexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 defNormal, worldNormal; out vec2 texCoord; uniform vec3 vLightPos; uniform vec3 vViewPos; out vec3 lightPos, viewPos, fragPos; out vec3 worldViewPos, worldFragPos; void main() { vec4 worldPos = model * vec4(pos, 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(unscaledNormal, 0.0))); // convert TBN to world->tangent space mat3 TBN = transpose(mat3(T, B, N)); lightPos = TBN * vLightPos; viewPos = TBN * vViewPos; fragPos = TBN * vec3(worldPos); worldViewPos = vViewPos; worldFragPos = vec3(worldPos); vec3 normal = mat3(transpose(inverse(model))) * unscaledNormal; defNormal = TBN * normal; worldNormal = normal; gl_Position = projection * view * worldPos; }