#version 460 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec4 aTangent; layout (location = 3) in vec2 aTexCoord; out vec3 Normal; out vec2 TexCoord; out vec3 FragPos; out mat3 TBN; uniform mat4 transform; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * transform * vec4(aPos, 1.0); FragPos = vec3(transform * vec4(aPos, 1.0)); Normal = mat3(transpose(inverse(transform))) * aNormal; TexCoord = aTexCoord; vec3 T = normalize(vec3(transform * vec4(aTangent.xyz, 0.0))); vec3 N = normalize(vec3(transform * vec4(aNormal, 0.0))); vec3 B = aTangent.w * cross(N, T); TBN = mat3(T,B,N); }