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fgdata/Shaders/HDR/model_pbr.vert

28 lines
705 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 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);
}