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pbr-vert.glsl
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pbr-vert.glsl
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attribute vec4 a_Position;
#ifdef HAS_NORMALS
attribute vec4 a_Normal;
#endif
#ifdef HAS_TANGENTS
attribute vec4 a_Tangent;
#endif
#ifdef HAS_UV
attribute vec2 a_UV;
#endif
uniform mat4 u_MVPMatrix;
uniform mat4 u_ModelMatrix;
uniform mat4 u_NormalMatrix;
varying vec3 v_Position;
varying vec2 v_UV;
#ifdef HAS_NORMALS
#ifdef HAS_TANGENTS
varying mat3 v_TBN;
#else
varying vec3 v_Normal;
#endif
#endif
void main()
{
vec4 pos = u_ModelMatrix * a_Position;
v_Position = vec3(pos.xyz) / pos.w;
#ifdef HAS_NORMALS
#ifdef HAS_TANGENTS
vec3 normalW = normalize(vec3(u_NormalMatrix * vec4(a_Normal.xyz, 0.0)));
vec3 tangentW = normalize(vec3(u_ModelMatrix * vec4(a_Tangent.xyz, 0.0)));
vec3 bitangentW = cross(normalW, tangentW) * a_Tangent.w;
v_TBN = mat3(tangentW, bitangentW, normalW);
#else // HAS_TANGENTS != 1
v_Normal = normalize(vec3(u_ModelMatrix * vec4(a_Normal.xyz, 0.0)));
#endif
#endif
#ifdef HAS_UV
v_UV = a_UV;
#else
v_UV = vec2(0.,0.);
#endif
gl_Position = u_MVPMatrix * a_Position; // needs w for proper perspective correction
}