#version 450 layout (binding = 1) uniform sampler2D TextureColor; layout (binding = 2) uniform sampler2D TextureNormal; layout(location = 0) in vec3 FragmentNormal; layout(location = 1) in vec3 FragmentTangent; layout(location = 2) in vec3 FragmentPosition; layout(location = 3) in vec2 FragmentTexCoord; layout (location = 0) out vec4 outPosition; layout (location = 1) out vec4 outNormal; layout (location = 2) out vec4 outColor; void main() { outPosition=vec4(normalize(FragmentPosition*2.0-vec3(1.0)),1.0); vec3 N = normalize(FragmentNormal); vec3 T = normalize(FragmentTangent); vec3 B = cross(N,T); mat3 TBN = mat3(T,B,N); vec3 tnorm = (texture(TextureNormal,FragmentTexCoord).xyz*2.0-vec3(1.0))*TBN; outNormal=vec4(normalize(tnorm),1.0); //outNormal=vec4(normalize(FragmentNormal),1.0); outColor=texture(TextureColor,FragmentTexCoord); }