Files
OpenSpace/data/assets/examples/modelshader/model_vs.glsl
2023-03-08 10:24:26 +01:00

70 lines
3.4 KiB
GLSL

/*****************************************************************************************
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* OpenSpace *
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* Copyright (c) 2014-2023 *
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#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec2 in_st;
layout(location = 2) in vec3 in_normal;
layout(location = 3) in vec3 in_tangent;
out vec2 vs_st;
out vec3 vs_normalViewSpace;
out float vs_screenSpaceDepth;
out vec4 vs_positionCameraSpace;
out mat3 vs_TBN;
uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform mat4 normalTransform;
uniform mat4 meshTransform;
uniform mat4 meshNormalTransform;
void main() {
vs_positionCameraSpace = modelViewTransform * (meshTransform * in_position);
vec4 positionClipSpace = projectionTransform * vs_positionCameraSpace;
vec4 positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = positionScreenSpace;
vs_st = in_st;
vs_screenSpaceDepth = positionScreenSpace.w;
vs_normalViewSpace =
normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
// TBN matrix for normal mapping
vec3 T = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_tangent));
vec3 N = normalize(mat3(normalTransform) * (mat3(meshNormalTransform) * in_normal));
// Re-orthogonalize T with respect to N
T = normalize(T - dot(T, N) * N);
// Retrieve perpendicular vector B with cross product of T and N
vec3 B = normalize(cross(N, T));
vs_TBN = mat3(T, B, N);
}