TDT4230_final_project/res/shaders/simple.vert

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#version 430 core
in layout(location = 0) vec3 position;
in layout(location = 1) vec3 normal_in;
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in layout(location = 2) vec2 UV;
in layout(location = 3) vec3 tangent;
in layout(location = 4) vec3 bitangent;
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uniform layout(location = 6) mat4 MVP;
uniform layout(location = 7) mat4 MV;
uniform layout(location = 8) mat4 MVnormal;
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//named
uniform bool isIlluminated;
uniform bool isTextured;
uniform bool isNormalMapped;
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out layout(location = 0) vec3 normal_out;
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out layout(location = 1) vec3 vertex_out;
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out layout(location = 2) vec2 uv_out;
out layout(location = 3) mat3 TBN;
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void main() {
TBN = mat3(
normalize(vec3(MV * vec4(tangent, 0.0))),
normalize(vec3(MV * vec4(bitangent, 0.0))),
normalize(vec3(MV * vec4(normal_in, 0.0)))
);
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normal_out = normalize(vec3(MVnormal * vec4(normal_in, 1.0f)));
vertex_out = vec3(MV*vec4(position, 1.0f));
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uv_out = UV;
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gl_Position = MVP * vec4(position, 1.0f);
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}