#version 460 #extension GL_GOOGLE_include_directive : require #include "mesh_pcs.glsl" layout (location = 0) out vec3 outPos; layout (location = 1) out vec2 outUV; layout (location = 2) out vec3 outNormal; layout (location = 3) out vec4 outTangent; // The depth pre-pass reuses this shader, positions have to match bit for bit // so the main pass can depth test against it with LESS_OR_EQUAL invariant gl_Position; void main() { Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex]; vec4 worldPos = pcs.transform * vec4(v.position, 1.0f); gl_Position = pcs.sceneData.viewProj * worldPos; outPos = worldPos.xyz; outUV = vec2(v.uv_x, v.uv_y); // A bit inefficient, but okay - this is needed for non-uniform scale // models. See: http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/the-normal-matrix/ // Simpler case, when everything is uniform // outNormal = (pcs.transform * vec4(v.normal, 0.0)).xyz; outNormal = mat3(transpose(inverse(pcs.transform))) * v.normal; // w is the bitangent sign, the fragment shader builds the TBN from the interpolated vectors outTangent = vec4(mat3(pcs.transform) * v.tangent.xyz, v.tangent.w); }