77 lines
2.3 KiB
GLSL
77 lines
2.3 KiB
GLSL
#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexTangent;
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attribute vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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// Output vertex attributes (to fragment shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec3 fragNormal; //used for when normal mapping is toggled off
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varying vec4 fragColor;
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varying mat3 TBN;
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// NOTE: Add your custom variables here
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// https://github.com/glslify/glsl-inverse
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mat3 inverse(mat3 m)
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{
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22 * a11 - a12 * a21;
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float b11 = -a22 * a10 + a12 * a20;
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float b21 = a21 * a10 - a11 * a20;
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float det = a00 * b01 + a01 * b11 + a02 * b21;
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return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
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b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
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b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
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}
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// https://github.com/glslify/glsl-transpose
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mat3 transpose(mat3 m)
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{
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return mat3(m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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}
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void main()
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{
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// Compute binormal from vertex normal and tangent. W component is the tangent handedness
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vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
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// Compute fragment normal based on normal transformations
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// Compute fragment position based on model transformations
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fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
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//Create TBN matrix for transforming the normal map values from tangent-space to world-space
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fragNormal = normalize(normalMatrix * vertexNormal);
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vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
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fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
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vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
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fragBinormal = cross(fragNormal, fragTangent);
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TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
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fragColor = vertexColor;
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fragTexCoord = vertexTexCoord;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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