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- $input a_position, a_normal, a_tangent, a_texcoord0
- $output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
- /*
- * Copyright 2011-2025 Branimir Karadzic. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "../common/common.sh"
- void main()
- {
- vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
- v_wpos = wpos;
- gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
- vec4 normal = a_normal * 2.0 - 1.0;
- vec4 tangent = a_tangent * 2.0 - 1.0;
- vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
- vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz;
- v_normal = normalize(wnormal);
- v_tangent = normalize(wtangent);
- v_bitangent = cross(v_normal, v_tangent) * tangent.w;
- mat3 tbn = mtxFromCols(v_tangent, v_bitangent, v_normal);
- // eye position in world space
- vec3 weyepos = mul(vec4(0.0, 0.0, 0.0, 1.0), u_view).xyz;
- // tangent space view dir
- v_view = mul(weyepos - wpos, tbn);
- v_texcoord0 = a_texcoord0;
- }
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