#version 450 core layout (binding = 1) uniform sampler2D samplerAlbedo; layout (binding = 2) uniform sampler2D samplerNormalMap; layout(location = 0) in vec3 FragmentColor; layout(location = 1) in vec3 FragmentNormal; layout(location = 2) in vec3 FragmentTangent; layout(location = 3) in vec3 FragmentWorldPos; layout(location = 4) in vec2 FragmentTexCoord; layout (location = 0) out vec4 FragAlbedo; layout (location = 1) out vec4 FragNormal; layout (location = 2) out vec4 FragWorldPos; void main() { FragWorldPos=vec4(FragmentWorldPos,1.0); FragAlbedo =texture(samplerAlbedo,FragmentTexCoord)*vec4(FragmentColor,1.0); vec3 N = normalize(FragmentNormal); N.y = -N.y; vec3 T = normalize(FragmentTangent); vec3 B = cross(N, T); mat3 TBN = mat3(T, B, N); vec3 tnorm = TBN * normalize(texture(samplerNormalMap, FragmentTexCoord).xyz * 2.0 - vec3(1.0)); FragNormal = vec4(tnorm, 1.0); }