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49 lines
1.1 KiB
49 lines
1.1 KiB
#version 330 core |
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layout (location = 0) in vec3 LVertexPos2D; |
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layout (location = 1) in vec3 aNormal; |
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layout (location = 2) in vec2 aTexCoords; |
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layout (location = 3) in vec3 offset; |
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layout (location = 4) in vec3 aTangent; |
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layout (location = 5) in mat4 modelInst; |
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uniform mat4 model; |
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uniform mat4 view; |
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uniform mat4 projection; |
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out vec3 Normal; |
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out vec3 FragPos; |
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out vec3 theTexCoord; |
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out mat3 TBN; |
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void main() |
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{ |
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vec4 pos = (vec4( LVertexPos2D, 1.0) + vec4(offset, 0)); |
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vec4 ppos = projection * view * model * pos; |
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// ps1 jiggle |
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vec2 resolution = vec2(100,75); |
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vec4 snapped = ppos; |
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snapped.xyz = ppos.xyz / ppos.w; |
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snapped.xy = floor(resolution * snapped.xy) / resolution; |
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snapped.xyz *= ppos.w; |
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// use gl_Position = ppos; to disable jiggle |
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gl_Position = snapped; |
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theTexCoord = vec3(aTexCoords, 1.0); |
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Normal = mat3(transpose(inverse(model))) * aNormal; |
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FragPos = vec3((model) * pos); |
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// calculating TBN |
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vec3 T = normalize(vec3(model * vec4(aTangent, 0.0))); |
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vec3 N = normalize(vec3(model * vec4(aNormal, 0.0))); |
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T = normalize(T - dot(T, N) * N); |
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vec3 B = cross(N,T); |
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TBN = mat3(T, B, N); |
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}
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