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42 lines
990 B
42 lines
990 B
#version 330 core |
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layout (location = 0) in vec3 aVertexPos; |
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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 = 4) in vec3 aTangent; |
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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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uniform bool skyboxON; |
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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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gl_Position = projection * view * model * vec4( aVertexPos, 1.0); |
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if (skyboxON) { |
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theTexCoord = aVertexPos; |
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FragPos = aVertexPos; // vec3(model * vec4(aVertexPos, 1.0)); |
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return; |
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} |
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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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// calculating normal |
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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 * vec4(aVertexPos, 1.0)); |
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}
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