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fgdata/Shaders/HDR/terrain_runway.vert

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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;
out vec3 rawpos;
out vec2 texcoord;
out mat3 TBN;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
void main()
{
rawpos = pos.xyz / pos.w;
gl_Position = osg_ModelViewProjectionMatrix * pos;
texcoord = multitexcoord0.st;
vec3 tangent = cross(normal, vec3(1.0, 0.0, 0.0));
vec3 binormal = cross(normal, tangent);
vec3 T = normalize(osg_NormalMatrix * tangent);
vec3 B = normalize(osg_NormalMatrix * binormal);
vec3 N = normalize(osg_NormalMatrix * normal);
TBN = mat3(T, B, N);
}