32 lines
801 B
GLSL
32 lines
801 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;
|
|
out vec3 ecPos;
|
|
|
|
uniform mat4 osg_ModelViewMatrix;
|
|
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);
|
|
|
|
ecPos = (osg_ModelViewMatrix * pos).xyz;
|
|
}
|