$input a_position, a_normal, a_tangent, a_texcoord0 $output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0 /* * Copyright 2011-2016 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" void main() { vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz; gl_Position = mul(u_viewProj, vec4(wpos, 1.0) ); vec4 normal = a_normal * 2.0 - 1.0; vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz; vec4 tangent = a_tangent * 2.0 - 1.0; vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz; vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz); vec3 viewTangent = normalize(mul(u_view, vec4(wtangent, 0.0) ).xyz); vec3 viewBitangent = cross(viewNormal, viewTangent) * tangent.w; mat3 tbn = mat3(viewTangent, viewBitangent, viewNormal); v_wpos = wpos; vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz; v_view = mul(view, tbn); v_normal = viewNormal; v_tangent = viewTangent; v_bitangent = viewBitangent; v_texcoord0 = a_texcoord0; }