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authorDavid Reid <[email protected]>2018-04-21 17:26:40 +1000
committerDavid Reid <[email protected]>2018-04-21 17:26:40 +1000
commitf5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6 (patch)
tree800aeb61be9c2018d1a048da54d1f6ab746f11f1 /examples/models/resources/shaders
parent950f31e620a9239dc91230ad92bb243f149e6f2c (diff)
parent847bdaf68287f70fbeb5599361257b6f982e48c5 (diff)
downloadraylib-f5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6.tar.gz
raylib-f5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6.zip
Merge branch 'master' of https://github.com/raysan5/raylib into dr/mini_al
Diffstat (limited to 'examples/models/resources/shaders')
-rw-r--r--examples/models/resources/shaders/pbr.vs6
1 files changed, 3 insertions, 3 deletions
diff --git a/examples/models/resources/shaders/pbr.vs b/examples/models/resources/shaders/pbr.vs
index e852ac1a..885cb199 100644
--- a/examples/models/resources/shaders/pbr.vs
+++ b/examples/models/resources/shaders/pbr.vs
@@ -12,7 +12,7 @@
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
-in vec3 vertexTangent;
+in vec4 vertexTangent;
// Input uniform values
uniform mat4 mvp;
@@ -28,7 +28,7 @@ out vec3 fragBinormal;
void main()
{
// Calculate binormal from vertex normal and tangent
- vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
+ vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
// Calculate fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(mMatrix)));
@@ -39,7 +39,7 @@ void main()
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragNormal = normalize(normalMatrix*vertexNormal);
- fragTangent = normalize(normalMatrix*vertexTangent);
+ fragTangent = normalize(normalMatrix*vec3(vertexTangent));
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
fragBinormal = normalize(normalMatrix*vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);