ADDED: Support model normal matrix location #1691
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2488d361b6
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cdc3754449
6 changed files with 18 additions and 13 deletions
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@ -9,6 +9,7 @@ in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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@ -24,9 +25,7 @@ void main()
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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@ -10,6 +10,7 @@ in mat4 instanceTransform;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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@ -21,15 +22,14 @@ out vec3 fragNormal;
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void main()
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{
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// Compute MVP for current instance
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mat4 mvpi = mvp*instanceTransform;
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// Send vertex attributes to fragment shader
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fragPosition = vec3(vec4(vertexPosition, 1.0));
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fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(instanceTransform)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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mat4 mvpi = mvp*instanceTransform;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvpi*vec4(vertexPosition, 1.0);
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