#shader vertex #version 460 core layout(location = 0) in vec3 VertexPosition; layout(location = 1) in vec2 UVPosition; layout(location = 2) in vec3 Normal; layout(location = 3) in vec3 Tangent; layout(location = 4) in vec3 Bitangent; uniform mat4 u_Model; uniform mat4 u_View; uniform mat4 u_Projection; out vec3 FragPos; out mat3 TBN; out vec2 UV; void main() { //mat3 normalMatrix = transpose(inverse(mat3(u_Model))); //vec3 T = normalize(normalMatrix * Tangent); //vec3 N = normalize(normalMatrix * Normal); //T = normalize(T - dot(T, N) * N); //vec3 B = cross(N, T); vec3 T = normalize((u_Model * vec4(Tangent, 0.0f)).xyz); vec3 N = normalize((u_Model * vec4(Normal, 0.0f)).xyz); vec3 B = normalize((u_Model * vec4(Bitangent, 0.0f)).xyz); TBN = mat3(T, B, N); UV = UVPosition; gl_Position = u_Projection * u_View * u_Model * vec4(VertexPosition, 1.0f); } #shader fragment #version 460 core layout(location = 0) out vec4 gAlbedo; layout(location = 1) out vec4 gNormal; layout(location = 2) out vec4 gMaterial; in vec3 FragPos; in vec2 UV; in mat3 TBN; // Material uniform sampler2D m_Albedo; uniform sampler2D m_Metalness; uniform sampler2D m_Roughness; uniform sampler2D m_AO; uniform sampler2D m_Normal; uniform sampler2D m_Displacement; layout(std140, binding = 32) uniform u_MaterialUniform { int u_HasAlbedo; vec3 m_AlbedoColor; // 16 byte int u_HasMetalness; // 32 byte float u_MetalnessValue; // 36 byte int u_HasRoughness; // 40 byte float u_RoughnessValue; // 44 byte int u_HasAO; // 48 byte float u_AOValue; // 52 byte int u_HasNormal; // 56 byte int u_HasDisplacement; // 60 byte int u_Unlit; }; void main() { // Normal vec3 normal = vec3(0.5, 0.5, 1.0); if (u_HasNormal == 1) normal = texture(m_Normal, UV).rgb; normal = normal * 2.0 - 1.0; normal = TBN * normalize(normal); gNormal = vec4(normal / 2.0 + 0.5, 1.0); // Albedo gAlbedo = vec4(m_AlbedoColor, 1.0); if (u_HasAlbedo == 1) gAlbedo.rgb = texture(m_Albedo, UV).rgb; gAlbedo.rgb = texture(m_Albedo, UV).rgb * m_AlbedoColor.rgb; // Material float finalMetalness = u_MetalnessValue; if (u_HasMetalness == 1) finalMetalness = texture(m_Metalness, UV).r; float finalAO = u_AOValue; if (u_HasAO == 1) finalAO = texture(m_AO, UV).r; float finalRoughness = u_RoughnessValue; if (u_HasRoughness == 1) finalRoughness = texture(m_Roughness, UV).r; gMaterial = vec4(0, 0, 0, 1); gMaterial.r = finalMetalness; gMaterial.g = finalAO; gMaterial.b = finalRoughness; }