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fgdata/Shaders/HDR/model_combined.vert

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));
}