61 lines
1.7 KiB
GLSL
61 lines
1.7 KiB
GLSL
#version 420 core
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec2 inTexCoord;
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layout(location = 2) in vec3 normals;
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layout(location = 3) in vec3 tangent;
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layout(location = 4) in vec3 bitangent;
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layout(std140, binding = 0) uniform Camera
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{
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mat4 projection;
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mat4 view;
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vec3 position;
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} camera;
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layout(std140, binding = 1) uniform Material
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{
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vec3 base_color;
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float roughness;
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float metallic;
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float specular;
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vec3 emitted;
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bool normalmapped;
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bool parallaxmapped;
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bool displacementmapped;
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};
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uniform sampler2D tex_heights;
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uniform float displacement_heightScale = 0.1;
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uniform mat4 model;
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out vec3 vertex; // Позиция вершины в пространстве
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out vec3 N; // Нормаль трансформированноая
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out vec2 texCoord; // Текстурные координаты
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out vec3 T; // Касательный вектор
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out vec3 B; // Бикасательный вектор
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out vec3 view; // Вектор от поверхности к камере
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void main()
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{
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vec4 P = model * vec4(pos, 1.0); // трансформация вершины
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vertex = P.xyz;
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N = normalize(mat3(model) * normals); // трансформация нормали
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texCoord = inTexCoord; // Текстурные координаты
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T = normalize(mat3(model) * tangent);
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B = normalize(mat3(model) * bitangent);
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view = camera.position - vertex;
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if (displacementmapped)
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{
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float height = texture(tex_heights, texCoord).r * displacement_heightScale;
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P.xyz += mat3(T, B, N) * vec3(0, 0, height);
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}
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gl_Position = camera.projection * camera.view * P;
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} |