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fgdata/Shaders/HDR/geometry-pbr-transparent.vert

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GLSL
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#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 1) in vec3 normal;
layout(location = 3) in vec4 multiTexCoord0;
layout(location = 6) in vec3 tangent;
layout(location = 7) in vec3 binormal;
out vec2 texCoord;
out mat3 TBN;
out vec3 ecPos;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
uniform bool flip_vertically;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
texCoord = multiTexCoord0.st;
if (flip_vertically)
texCoord.y = 1.0 - texCoord.y;
vec3 T = normalize(osg_NormalMatrix * tangent);
vec3 B = normalize(osg_NormalMatrix * binormal);
vec3 N = normalize(osg_NormalMatrix * normal);
TBN = mat3(T, B, N);
ecPos = (osg_ModelViewMatrix * pos).xyz;
}