// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // Copyright (C) 2017 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; in vec4 vertexTangent; out vec3 lightDir; out vec3 viewDir; out vec2 texCoord; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; uniform float texCoordScale; uniform vec3 lightPosition; void main() { // Pass through texture coordinates texCoord = vertexTexCoord * texCoordScale; // Transform position, normal, and tangent to eye coords vec3 normal = normalize(modelViewNormal * vertexNormal); vec3 tangent = normalize(modelViewNormal * vertexTangent.xyz); vec3 position = vec3(modelView * vec4(vertexPosition, 1.0)); // Calculate binormal vector vec3 binormal = normalize(cross(normal, tangent)); // Construct matrix to transform from eye coords to tangent space mat3 tangentMatrix = mat3 ( tangent.x, binormal.x, normal.x, tangent.y, binormal.y, normal.y, tangent.z, binormal.z, normal.z); // Transform light direction and view direction to tangent space vec3 s = lightPosition - position; lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0))); vec3 v = -position; viewDir = normalize(tangentMatrix * v); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4(vertexPosition, 1.0); }