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Woops forgot blender file
[opengl.git]
/
texturevertex.glsl
diff --git
a/texturevertex.glsl
b/texturevertex.glsl
index 684b9b94ed98c2117496381ea1071fc53236a39f..06535cfe7f8d2915bd1e7c3ba023ab1f5a522e41 100644
(file)
--- a/
texturevertex.glsl
+++ b/
texturevertex.glsl
@@
-1,7
+1,7
@@
#version 330
#version 330
-in vec3
vPosition
;
+in vec3
pos
;
in vec4 vColor;
in vec4 vColor;
-in vec3
v
Normal;
+in vec3
unscaled
Normal;
in vec3 tangent;
in vec3 bitangent;
in vec2 vTexCoord;
in vec3 tangent;
in vec3 bitangent;
in vec2 vTexCoord;
@@
-10,31
+10,37
@@
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 projection;
-out vec3 defNormal;
+out vec3 defNormal
, worldNormal
;
out vec2 texCoord;
uniform vec3 vLightPos;
uniform vec3 vViewPos;
out vec2 texCoord;
uniform vec3 vLightPos;
uniform vec3 vViewPos;
-out vec3 lightPos;
-out vec3 viewPos;
-out vec3 fragPos;
+out vec3 lightPos, viewPos, fragPos;
+out vec3 worldViewPos, worldFragPos;
void main() {
void main() {
- vec4
pos = model * vec4(vPosition
, 1.f);
+ 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)));
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(
v
Normal, 0.0)));
+ vec3 N = normalize(vec3(model * vec4(
unscaled
Normal, 0.0)));
// convert TBN to world->tangent space
mat3 TBN = transpose(mat3(T, B, N));
lightPos = TBN * vLightPos;
viewPos = TBN * vViewPos;
// 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;
+ fragPos = TBN * vec3(worldPos);
- gl_Position = projection * view * pos;
+ worldViewPos = vViewPos;
+ worldFragPos = vec3(worldPos);
+
+ vec3 normal = mat3(transpose(inverse(model))) * unscaledNormal;
+
+ defNormal = TBN * normal;
+ worldNormal = normal;
+
+ gl_Position = projection * view * worldPos;
}
}