#version 450 #extension GL_ARB_separate_shader_objects : enable layout(push_constant) uniform PushConstants { mat4 model; bool is_selected; } push; layout(binding = 0, set = 0) uniform ObjectUniformData { mat4 view; mat4 projection; mat4 ortho_projection; float time; vec3 light_position; vec3 light_directional_rotation; vec3 camera_position; } ubo; layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; layout(location = 2) in vec3 normal; layout(location = 3) in vec4 tangent; layout(location = 4) in ivec4 bone_index; layout(location = 5) in vec4 bone_weight; layout(location = 0) out vec2 tex_coords; layout(location = 1) out vec3 normal_wld; layout(location = 2) out vec3 position_wld; layout(location = 3) out mat3 tbn; out gl_PerVertex { vec4 gl_Position; }; void main() { // Vertex position in camera gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0); // Vertex position in world position_wld = vec3(push.model * vec4(position, 1.0)); // Just interpolate UV coords, no transformation needed tex_coords = uv; // Normal _direction_ in world (not use atm) normal_wld = vec3(mat3(transpose(inverse(push.model))) * normal); // Tangent->object space matrix vec3 tangent3 = vec3(tangent.xy, 1.0); vec3 bitangent = -cross(tangent3, normal); vec3 t = normalize(vec3(push.model * vec4(tangent3, 0.0))); vec3 b = normalize(vec3(push.model * vec4(bitangent, 0.0))); vec3 n = normalize(vec3(push.model * vec4(normal, 0.0))); tbn = mat3(t, b, n); }