// Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #version 300 es in vec3 vertexPosition; in vec3 vertexNormal; in vec4 vertexTangent; in vec2 vertexTexCoord; out vec3 worldPosition; out vec3 worldNormal; out vec4 worldTangent; out vec2 texCoord; uniform mat4 modelMatrix; uniform mat3 modelNormalMatrix; uniform mat4 modelViewProjection; uniform float texCoordScale; void main() { // Pass through scaled texture coordinates texCoord = vertexTexCoord * texCoordScale; // Transform position, normal, and tangent to world space worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); worldNormal = normalize(modelNormalMatrix * vertexNormal); worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0))); worldTangent.w = vertexTangent.w; // Calculate vertex position in clip coordinates gl_Position = modelViewProjection * vec4(vertexPosition, 1.0); }