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-rw-r--r--examples/web/models/resources/shaders/glsl330/pbr.vs49
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diff --git a/examples/web/models/resources/shaders/glsl330/pbr.vs b/examples/web/models/resources/shaders/glsl330/pbr.vs
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--- a/examples/web/models/resources/shaders/glsl330/pbr.vs
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-/*******************************************************************************************
-*
-* rPBR [shader] - Physically based rendering vertex shader
-*
-* Copyright (c) 2017 Victor Fisac
-*
-**********************************************************************************************/
-
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-in vec4 vertexTangent;
-
-// Input uniform values
-uniform mat4 mvp;
-uniform mat4 matModel;
-
-// Output vertex attributes (to fragment shader)
-out vec3 fragPosition;
-out vec2 fragTexCoord;
-out vec3 fragNormal;
-out vec3 fragTangent;
-out vec3 fragBinormal;
-
-void main()
-{
- // Calculate binormal from vertex normal and tangent
- vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
-
- // Calculate fragment normal based on normal transformations
- mat3 normalMatrix = transpose(inverse(mat3(matModel)));
-
- // Calculate fragment position based on model transformations
- fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
-
- // Send vertex attributes to fragment shader
- fragTexCoord = vertexTexCoord;
- fragNormal = normalize(normalMatrix*vertexNormal);
- fragTangent = normalize(normalMatrix*vec3(vertexTangent));
- fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
- fragBinormal = normalize(normalMatrix*vertexBinormal);
- fragBinormal = cross(fragNormal, fragTangent);
-
- // Calculate final vertex position
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-} \ No newline at end of file