#version 450 layout(set = 0, binding = 0) uniform PerFrame { mat4 view; mat4 projection; mat4 lightSpaceMatrix; vec4 lightDir; vec4 lightColor; vec4 ambientColor; vec4 viewPos; vec4 fogColor; vec4 fogParams; vec4 shadowParams; }; layout(push_constant) uniform Push { mat4 model; } push; layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aTexCoord; layout(location = 3) in vec4 aColor; layout(location = 4) in vec4 aTangent; layout(location = 0) out vec3 FragPos; layout(location = 1) out vec3 Normal; layout(location = 2) out vec2 TexCoord; layout(location = 3) out vec4 VertColor; layout(location = 4) out vec3 Tangent; layout(location = 5) out vec3 Bitangent; void main() { vec4 worldPos = push.model * vec4(aPos, 1.0); FragPos = worldPos.xyz; mat3 normalMatrix = mat3(push.model); Normal = normalMatrix * aNormal; TexCoord = aTexCoord; VertColor = aColor; // Compute TBN basis vectors for normal mapping vec3 T = normalize(normalMatrix * aTangent.xyz); vec3 N = normalize(Normal); // Gram-Schmidt re-orthogonalize T = normalize(T - dot(T, N) * N); vec3 B = cross(N, T) * aTangent.w; Tangent = T; Bitangent = B; gl_Position = projection * view * worldPos; }