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fgdata/Shaders/HDR/geometry-pbr.vert
2021-07-23 07:46:05 +02:00

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583 B
GLSL

#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 1) in vec3 normal;
layout(location = 3) in vec4 multiTexCoord0;
out vec2 texCoord;
out mat3 TBN;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
attribute vec3 tangent;
attribute vec3 binormal;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
texCoord = multiTexCoord0.st;
vec3 T = normalize(osg_NormalMatrix * tangent);
vec3 B = normalize(osg_NormalMatrix * binormal);
vec3 N = normalize(osg_NormalMatrix * normal);
TBN = mat3(T, B, N);
}