//Vertex Shader #version 330 core //defines #define TEXTURE_MAP_SCALE 3.0 //input buffers layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 4) in vec2 aTex; //coordinate space transformation matrices uniform mat4 transform; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform mat4 lightSpaceMatrix; //output buffers out vec3 Normal; out vec3 FragPos; out vec2 texPlane1; out vec2 texPlane2; out vec2 texPlane3; out vec4 FragPosLightSpace; void main() { //normalize posiiton and normal vec4 FinalVertex = vec4(aPos, 1.0); vec4 FinalNormal = vec4(aNormal, 1.0); //push frag, normal, and texture positions to fragment shader FragPos = vec3(model * FinalVertex); Normal = mat3(transpose(inverse(model))) * aNormal; //reference https://catlikecoding.com/unity/tutorials/advanced-rendering/triplanar-mapping/ texPlane1 = aPos.zy * TEXTURE_MAP_SCALE; texPlane2 = aPos.xz * TEXTURE_MAP_SCALE; texPlane3 = aPos.xy * TEXTURE_MAP_SCALE; //flip first coordinate if the normal is negative //this minimizes texture flipping texPlane1.x = texPlane1.x * sign(Normal.x); texPlane2.x = texPlane2.x * sign(Normal.y); texPlane3.x = texPlane3.x * sign(Normal.z); //shadow map stuff FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); //set final position with opengl space gl_Position = projection * view * model * FinalVertex; }