#version 300 es
+// Original Code
+// https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/glTF-WebGL-PBR/shaders/pbr-vert.glsl
+// Commit dc84b5e374fb3d23153d2248a338ef88173f9eb6
+
#ifdef HIGHP
precision highp float;
#else
in vec3 aPosition;
in vec2 aTexCoord;
in vec3 aNormal;
+
+#ifdef VEC4_TANGENT
+in vec4 aTangent;
+#else
in vec3 aTangent;
+#endif
+
+in vec4 aVertexColor;
#ifdef MORPH
uniform sampler2D sBlendShapeGeometry;
#endif
out vec2 vUV;
-out vec3 vNormal;
-out vec3 vTangent;
-out vec3 vViewVec;
+out lowp mat3 vTBN;
+out lowp vec4 vColor;
+out highp vec3 vPositionToCamera;
-uniform highp mat4 uMvpMatrix;
uniform highp mat4 uViewMatrix;
uniform mat3 uNormalMatrix;
uniform mat4 uModelMatrix;
-uniform mat4 uModelView;
uniform mat4 uProjection;
+uniform lowp float uHasVertexColor;
#ifdef SKINNING
in vec4 aJoints;
{
vec4 position = vec4(aPosition, 1.0);
vec3 normal = aNormal;
- vec3 tangent = aTangent;
+ vec3 tangent = aTangent.xyz;
#ifdef MORPH
int width = textureSize( sBlendShapeGeometry, 0 ).x;
tangent = (bone * vec4(tangent, 0.0)).xyz;
#endif
- vec4 vPosition = uModelMatrix * position;
+ vec4 positionW = uModelMatrix * position;
+ vec4 positionV = uViewMatrix * positionW;
- vNormal = normalize(uNormalMatrix * normal);
+ vPositionToCamera = transpose(mat3(uViewMatrix)) * -vec3(positionV.xyz / positionV.w);
- vTangent = normalize(uNormalMatrix * tangent);
-
-
- vec4 viewPosition = uViewMatrix * vPosition;
- gl_Position = uProjection * viewPosition;
+ lowp vec3 bitangent = cross(normal, tangent);
+#ifdef VEC4_TANGENT
+ bitangent *= aTangent.w;
+#endif
+ vTBN = mat3(uModelMatrix) * mat3(tangent, bitangent, normal);
#ifdef FLIP_V
vUV = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
vUV = aTexCoord;
#endif
- vViewVec = viewPosition.xyz;
+ vColor = mix(vec4(1.0f), aVertexColor, uHasVertexColor);
+
+ gl_Position = uProjection * positionV;
}