#version 300 es /*this will affect all the float guys (float, vecN, matN )*/ precision mediump float; layout (location = 0) in vec3 vertPos; // Attributo Posizione layout (location = 1) in vec2 coord_uv; // Attributo texture layout (location = 2) in vec3 vertNor; layout (location = 3) in vec3 vertTan; layout (location = 4) in vec3 vertBitan; uniform mat4 Model; uniform mat4 ModelRot; uniform mat4 Projection; uniform mat4 View; out vec3 fragPos; out vec2 frag_uv; out vec3 fragNormal; out vec3 fragBaryc; out vec3 T; out vec3 B; out vec3 N; void main() { frag_uv = coord_uv; vec3 normal = normalize(vertNor); mat3 mv = mat3(View * Model); T = normalize(mv * vertTan); B = normalize(mv * vertBitan); N = normalize(mv * vertNor); fragNormal = mat3(ModelRot) * vec3(normal); fragPos=(Model*vec4(vertPos,1)).xyz; gl_Position=Projection*View*Model*vec4(vertPos,1); fragBaryc = vec3(gl_VertexID % 3 == 0, gl_VertexID % 3 == 1, gl_VertexID % 3 == 2); }