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normalmap.vert
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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inTangent;
layout (location = 4) in vec3 inBiTangent;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 normal;
vec4 lightPos;
vec4 cameraPos;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec3 outLightVec;
layout (location = 2) out vec3 outLightVecB;
layout (location = 3) out vec3 outSpecular;
layout (location = 4) out vec3 outEyeVec;
layout (location = 5) out vec3 outLightDir;
layout (location = 6) out vec3 outViewVec;
void main(void)
{
vec3 vertexPosition = vec3(ubo.model * vec4(inPos, 1.0));
outLightDir = normalize(ubo.lightPos.xyz - vertexPosition);
// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
// object coordinates into tangent space
mat3 tbnMatrix;
tbnMatrix[0] = mat3(ubo.normal) * inTangent;
tbnMatrix[1] = mat3(ubo.normal) * inBiTangent;
tbnMatrix[2] = mat3(ubo.normal) * inNormal;
outEyeVec = vec3(-vertexPosition) * tbnMatrix;
outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition.xyz) * tbnMatrix;
vec3 lightDist = ubo.lightPos.xyz - inPos.xyz;
outLightVecB.x = dot(inTangent.xyz, lightDist);
outLightVecB.y = dot(inBiTangent.xyz, lightDist);
outLightVecB.z = dot(inNormal, lightDist);
vec3 camPos = vec3(ubo.normal * ubo.cameraPos);
vec3 camVec = camPos - inPos.xyz;
outViewVec.x = dot(inTangent, camVec);
outViewVec.y = dot(inBiTangent, camVec);
outViewVec.z = dot(inNormal, camVec);
vec3 reflectVec = reflect(-camVec, inNormal);
vec3 outViewVec = outLightDir;
float specIntensity = pow(max(dot(reflectVec, outViewVec), 0.0), 8.0);
outSpecular = vec3(specIntensity * 0.3);
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
}