#version 330 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; uniform mat4 Model; in vec2 gtexCoord[]; in vec3 gnormCoord[]; in vec3 gWorldPos[]; out vec2 texCoord; out vec3 normCoord; out vec3 WorldPos; vec3 lightPosition = vec3(1, 1, 2); uniform vec3 CameraPos; out GS_OUT { mat3 TBN; vec3 tangentLightPos; vec3 tangentViewPos; vec3 tangentFragPos; } gs_out; void main(void) { // Calculate Normal Map stuff // Real space triangle vec3 p1 = gl_in[0].gl_Position.xyz; vec3 p2 = gl_in[1].gl_Position.xyz; vec3 p3 = gl_in[2].gl_Position.xyz; // Normal texture space triangle vec2 uv1 = gtexCoord[0]; vec2 uv2 = gtexCoord[1]; vec2 uv3 = gtexCoord[2]; // Calculate edge translation vectors duv stands for delta uv vec3 edge1 = p2 - p1; vec3 edge2 = p3 - p1; vec2 duv1 = uv2 - uv1; vec2 duv2 = uv3 - uv1; // Calculation of tangents and bi tangents // [ddTxBxTyByTzBz]=1ΔU1ΔV2−ΔU2ΔV1[ΔV2−ΔU2−ΔV1ΔU1][E1xE2xE1yE2yE1zE2z] // https://learnopengl.com/Advanced-Lighting/Normal-Mapping float invDet = 1.0 / (duv1.x * duv2.y - duv2.x * duv1.y); vec3 tangent = vec3 (invDet * (duv2.y * edge1 - duv1.y * edge2)); vec3 bitangent = vec3 (invDet * (-duv2.x * edge1 - duv1.x * edge2)); //Calculate TBN //mat3 normalMatrix = transpose(inverse(mat3(Model))); vec3 T = normalize(vec3(Model * vec4(tangent, 0.0f))); vec3 B = normalize(vec3(Model * vec4(bitangent, 0.0f))); vec3 N = normalize(vec3(Model * vec4(cross(edge2, edge1), 0.0f))); mat3 TBN = transpose(mat3(T, B, N)); gs_out.TBN = TBN; gs_out.tangentLightPos = TBN * lightPosition; gs_out.tangentViewPos = TBN * CameraPos; gs_out.tangentFragPos = TBN * gWorldPos[0]; // send data to Fragment Shader gl_Position = gl_in[0].gl_Position; texCoord = gtexCoord[0]; normCoord = gnormCoord[0]; WorldPos = gWorldPos[0]; EmitVertex(); gl_Position = gl_in[1].gl_Position; texCoord = gtexCoord[1]; normCoord = gnormCoord[1]; WorldPos = gWorldPos[1]; gs_out.tangentFragPos = TBN * gWorldPos[1]; EmitVertex(); gl_Position = gl_in[2].gl_Position; texCoord = gtexCoord[2]; normCoord = gnormCoord[2]; WorldPos = gWorldPos[2]; gs_out.tangentFragPos = TBN * gWorldPos[2]; EmitVertex(); EndPrimitive(); };