80 lines
2 KiB
GLSL
80 lines
2 KiB
GLSL
#version 330 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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uniform mat4 Model;
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in vec2 gtexCoord[];
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in vec3 gnormCoord[];
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in vec3 gWorldPos[];
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out vec2 texCoord;
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out vec3 normCoord;
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out vec3 WorldPos;
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vec3 lightPosition = vec3(1, 1, 2);
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uniform vec3 CameraPos;
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out GS_OUT {
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mat3 TBN;
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vec3 tangentLightPos;
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vec3 tangentViewPos;
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vec3 tangentFragPos;
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} gs_out;
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void main(void)
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{
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// Calculate Normal Map stuff
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// Edges of the triangle
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vec3 edge0 = gl_in[1].gl_Position.xyz - gl_in[0].gl_Position.xyz;
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vec3 edge1 = gl_in[2].gl_Position.xyz - gl_in[0].gl_Position.xyz;
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// Lengths of UV differences
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vec2 deltaUV0 = gtexCoord[1] - gtexCoord[0];
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vec2 deltaUV1 = gtexCoord[2] - gtexCoord[0];
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// one over the determinant
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float invDet = 1.0f / (deltaUV0.x * deltaUV1.y - deltaUV1.x * deltaUV0.y);
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vec3 tangent = vec3(invDet * (deltaUV1.y * edge0 - deltaUV0.y * edge1));
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vec3 bitangent = vec3(invDet * (-deltaUV1.x * edge0 + deltaUV0.x * edge1));
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//Calculate TBN
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//mat3 normalMatrix = transpose(inverse(mat3(Model)));
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vec3 T = normalize(vec3(Model * vec4(tangent, 0.0f)));
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vec3 B = normalize(vec3(Model * vec4(bitangent, 0.0f)));
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vec3 N = normalize(vec3(Model * vec4(cross(edge1, edge0), 0.0f)));
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mat3 TBN = transpose(mat3(T, B, N));
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gs_out.TBN = TBN;
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gs_out.tangentLightPos = TBN * lightPosition;
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gs_out.tangentViewPos = TBN * CameraPos;
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gs_out.tangentFragPos = TBN * gWorldPos[0];
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// send data to Fragment Shader
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gl_Position = gl_in[0].gl_Position;
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texCoord = gtexCoord[0];
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normCoord = gnormCoord[0];
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WorldPos = gWorldPos[0];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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texCoord = gtexCoord[1];
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normCoord = gnormCoord[1];
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WorldPos = gWorldPos[1];
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gs_out.tangentFragPos = TBN * gWorldPos[1];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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texCoord = gtexCoord[2];
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normCoord = gnormCoord[2];
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WorldPos = gWorldPos[2];
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gs_out.tangentFragPos = TBN * gWorldPos[2];
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EmitVertex();
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EndPrimitive();
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};
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