37 lines
747 B
GLSL
37 lines
747 B
GLSL
#ifdef NORMAL_MAP
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out mat3 tangentSpace;
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#else
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out vec3 varNormal;
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#endif
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out vec2 varTexCoord;
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// Matrices
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uniform mat4 modelViewMatrix;
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uniform mat4 MVP;
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uniform mat4 viewMatrix;
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uniform mat3 normalMatrix;
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layout(location = 0)in vec3 inPosition;
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layout(location = 1)in vec2 inTexCoord;
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layout(location = 2)in vec3 inNormal;
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#ifdef NORMAL_MAP
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layout(location = 3)in vec3 inTangent;
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layout(location = 4)in vec3 inBinormal;
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#endif
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void main(void)
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{
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#ifdef NORMAL_MAP
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tangentSpace = mat3(normalize(normalMatrix*inNormal),
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normalize(normalMatrix*inTangent),
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normalize(normalMatrix*inBinormal));
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#else
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varNormal = normalize(normalMatrix*inNormal);
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#endif
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varTexCoord = inTexCoord.xy;
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gl_Position = MVP * vec4(inPosition, 1.0);
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}
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