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https://github.com/bkaradzic/bgfx.git
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* Added example 33-pom * Fixed warning in 33-pom example on Windows * Deleted unused image files * Deleted runtime textures and shaders
45 lines
1.0 KiB
Python
45 lines
1.0 KiB
Python
$input a_position, a_tangent, a_bitangent, a_texcoord0
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$output v_texcoord0, v_ts_light_pos, v_ts_view_pos, v_ts_frag_pos
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uniform mat4 u_norm_mtx;
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uniform vec4 u_light_pos;
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#include "../common/common.sh"
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mat3 transpose(mat3 inMatrix)
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{
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vec3 i0 = inMatrix[0];
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vec3 i1 = inMatrix[1];
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vec3 i2 = inMatrix[2];
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mat3 outMatrix = mat3(
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vec3(i0.x, i1.x, i2.x),
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vec3(i0.y, i1.y, i2.y),
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vec3(i0.z, i1.z, i2.z)
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);
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return outMatrix;
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}
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void main()
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{
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vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
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gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
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vec3 tangent = a_tangent * 2.0 - 1.0;
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vec3 bitangent = a_bitangent * 2.0 - 1.0;
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vec3 normal = cross(tangent, bitangent);
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vec3 t = normalize(mat3(u_norm_mtx) * tangent);
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vec3 b = normalize(mat3(u_norm_mtx) * bitangent);
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vec3 n = normalize(mat3(u_norm_mtx) * normal);
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mat3 tbn = transpose(mat3(t, b, n));
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v_ts_light_pos = tbn * u_light_pos.xyz;
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// Our camera is always at the origin
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v_ts_view_pos = tbn * vec3(0, 0, 0);
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v_ts_frag_pos = tbn * wpos;
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v_texcoord0 = a_texcoord0;
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}
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