1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54
|
// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#version 150 core
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexTangent;
out vec3 lightDir;
out vec3 viewDir;
out vec2 texCoord;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;
uniform float texCoordScale;
uniform vec3 lightPosition;
void main()
{
// Pass through texture coordinates
texCoord = vertexTexCoord * texCoordScale;
// Transform position, normal, and tangent to eye coords
vec3 normal = normalize(modelViewNormal * vertexNormal);
vec3 tangent = normalize(modelViewNormal * vertexTangent.xyz);
vec3 position = vec3(modelView * vec4(vertexPosition, 1.0));
// Calculate binormal vector
vec3 binormal = normalize(cross(normal, tangent));
// Construct matrix to transform from eye coords to tangent space
mat3 tangentMatrix = mat3 (
tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
// Transform light direction and view direction to tangent space
vec3 s = lightPosition - position;
lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0)));
vec3 v = -position;
viewDir = normalize(tangentMatrix * v);
// Calculate vertex position in clip coordinates
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
|