#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (binding = 2) uniform sampler2D samplerNormalMap; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inWorldPos; layout (location = 4) in vec3 inTangent; layout (location = 0) out vec4 outPosition; layout (location = 1) out vec4 outNormal; layout (location = 2) out vec4 outAlbedo; void main() { outPosition = vec4(inWorldPos, 1.0); // Calculate normal in tangent space vec3 N = normalize(inNormal); vec3 T = normalize(inTangent); vec3 B = cross(N, T); mat3 TBN = mat3(T, B, N); vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0)); outNormal = vec4(tnorm, 1.0); outAlbedo = texture(samplerColor, inUV); }