qtk/resources/shaders/vertex/model-normals.vert

69 lines
1.9 KiB
GLSL

#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTextureCoord;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
struct Light {
vec3 position;
// Light colors RGB value
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light uLight;
out VS_OUT {
vec2 textureCoord;
vec3 position;
vec3 normal;
vec3 tangentLight;
vec3 tangentView;
vec3 tangentFrag;
Light light;
} vOut;
// Model View Projection matrix found by P * V * M
struct MVP {
mat4 model;
mat4 view;
mat4 projection;
// Additional uniform to allow CPU to provide mat3(transpose(inverse(uModel)))
// + Makes a big difference in quality of diffuse shading
// + QMatrix4x4.normalMatrix() returns a mat3 that can be used as a uniform
mat3 normalMatrix;
};
uniform MVP uMVP;
vec4 VertexPosition(in MVP mvp, in vec3 position)
{
return mvp.projection * mvp.view * mvp.model * vec4(position, 1.0f);
}
// Light object and camera position vectors
uniform vec3 uCameraPosition;
void main()
{
// Finx TBN 3x3 matrix values for normals
vec3 T = normalize(vec3(uMVP.model * vec4(aTangent, 0.0)));
vec3 B = normalize(vec3(uMVP.model * vec4(aBitangent, 0.0)));
vec3 N = normalize(vec3(uMVP.model * vec4(aNormal, 0.0)));
mat3 TBN = transpose(mat3(T, B, N));
// Set tangent postiions for fragment shader
vOut.tangentLight = TBN * uLight.position;
vOut.tangentView = TBN * uCameraPosition;
vOut.tangentFrag = TBN * vec3(uMVP.model * vec4(aPosition, 1.0f));
// Set normal, position, and texture coordinate for frag shader
vOut.textureCoord = aTextureCoord;
vOut.normal = uMVP.normalMatrix * aNormal;
vOut.position = vec3(uMVP.model * vec4(aPosition, 1.0f));
vOut.light = uLight;
gl_Position = VertexPosition(uMVP, aPosition);
}