raylib/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs
Karl Zylinski fffae1a975
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.
2024-06-11 20:55:13 +02:00

33 lines
854 B
GLSL

#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
//in vec4 vertexColor; // Not required
in mat4 instanceTransform;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(instanceTransform*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
//fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position, note that we multiply mvp by instanceTransform
gl_Position = mvp*instanceTransform*vec4(vertexPosition, 1.0);
}