34 lines
816 B
GLSL
34 lines
816 B
GLSL
#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;
|
|
|
|
uniform int normalmap_enabled;
|
|
|
|
uniform mat4 osg_ModelViewProjectionMatrix;
|
|
uniform mat3 osg_NormalMatrix;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = osg_ModelViewProjectionMatrix * pos;
|
|
texCoord = multiTexCoord0.st;
|
|
|
|
vec3 N = normalize(normal);
|
|
vec3 T, B;
|
|
if (normalmap_enabled > 0) {
|
|
T = tangent;
|
|
B = binormal;
|
|
} else {
|
|
T = cross(N, vec3(1.0, 0.0, 0.0));
|
|
B = cross(N, T);
|
|
}
|
|
TBN = mat3(normalize(osg_NormalMatrix * T),
|
|
normalize(osg_NormalMatrix * B),
|
|
normalize(osg_NormalMatrix * N));
|
|
}
|