Files
maszyna/shaders/vertex.vert
Wls50 dba0a035fd add user data vector to basic_vertex
update t3d, e3d & sbt specs accordingly
update node model to shape conversion to support indexed meshes
2024-06-30 16:13:19 +02:00

50 lines
1.2 KiB
GLSL

layout(location = 0) in vec3 v_vert;
layout(location = 1) in vec3 v_normal;
layout(location = 2) in vec2 v_coord;
layout(location = 3) in vec4 v_tangent;
layout(location = 4) in vec4 v_userdata;
#include <common>
out vec3 f_normal;
flat out vec3 f_normal_raw;
out vec2 f_coord;
out vec4 f_pos;
out mat3 f_tbn;
out vec4 f_light_pos[MAX_CASCADES];
out vec4 f_clip_pos;
out vec4 f_clip_future_pos;
//out vec3 TangentLightPos;
//out vec3 TangentViewPos;
out vec3 TangentFragPos;
out vec4 UserData;
void main()
{
f_normal = normalize(modelviewnormal * v_normal);
f_normal_raw = v_normal;
f_coord = v_coord;
f_pos = modelview * vec4(v_vert, 1.0);
for (uint idx = 0U ; idx < MAX_CASCADES ; ++idx) {
f_light_pos[idx] = lightview[idx] * f_pos;
}
f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0);
f_clip_future_pos = (projection * future * modelview) * vec4(v_vert, 1.0);
gl_Position = f_clip_pos;
gl_PointSize = param[1].x;
vec3 T = normalize(modelviewnormal * v_tangent.xyz);
vec3 N = f_normal;
vec3 B = normalize(cross(N, T));
f_tbn = mat3(T, B, N);
mat3 TBN = transpose(f_tbn);
// TangentLightPos = TBN * f_light_pos.xyz;
// TangentViewPos = TBN * vec3(0.0, 0.0, 0.0);
TangentFragPos = TBN * f_pos.xyz;
UserData = v_userdata;
}