ADDED: Support model normal matrix location #1691

This commit is contained in:
raysan5 2021-03-31 20:44:16 +02:00
parent 2488d361b6
commit cdc3754449
6 changed files with 18 additions and 13 deletions

View file

@ -9,6 +9,7 @@ in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
@ -24,9 +25,7 @@ void main()
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalize(normalMatrix*vertexNormal);
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);

View file

@ -10,6 +10,7 @@ in mat4 instanceTransform;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
@ -21,15 +22,14 @@ out vec3 fragNormal;
void main()
{
// Compute MVP for current instance
mat4 mvpi = mvp*instanceTransform;
// Send vertex attributes to fragment shader
fragPosition = vec3(vec4(vertexPosition, 1.0));
fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
mat3 normalMatrix = transpose(inverse(mat3(instanceTransform)));
fragNormal = normalize(normalMatrix*vertexNormal);
mat4 mvpi = mvp*instanceTransform;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvpi*vec4(vertexPosition, 1.0);