From fffae1a975dbfff8e6c8ee37c989f5256debc90f Mon Sep 17 00:00:00 2001 From: Karl Zylinski Date: Tue, 11 Jun 2024 20:55:13 +0200 Subject: [PATCH] Fix fragPosition using wrong matrix in lighting_instancing.vs (#4056) fragPosition was multiplied by mvp*instanceTransform, but it should only be multiplied by instanceTransform. Compare to lighting.vs, there we only use mvp for gl_Position, but matModel for the fragPosition. --- .../resources/shaders/glsl330/lighting_instancing.vs | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs b/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs index 6775a2eb6..3e4da1e28 100644 --- a/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs +++ b/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs @@ -22,15 +22,12 @@ out vec3 fragNormal; void main() { - // Compute MVP for current instance - mat4 mvpi = mvp*instanceTransform; - // Send vertex attributes to fragment shader - fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); + fragPosition = vec3(instanceTransform*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; //fragColor = vertexColor; fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); - // Calculate final vertex position - gl_Position = mvpi*vec4(vertexPosition, 1.0); + // Calculate final vertex position, note that we multiply mvp by instanceTransform + gl_Position = mvp*instanceTransform*vec4(vertexPosition, 1.0); }