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| author | David Reid <[email protected]> | 2018-04-21 17:26:40 +1000 |
|---|---|---|
| committer | David Reid <[email protected]> | 2018-04-21 17:26:40 +1000 |
| commit | f5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6 (patch) | |
| tree | 800aeb61be9c2018d1a048da54d1f6ab746f11f1 /examples/models/resources | |
| parent | 950f31e620a9239dc91230ad92bb243f149e6f2c (diff) | |
| parent | 847bdaf68287f70fbeb5599361257b6f982e48c5 (diff) | |
| download | raylib-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')
| -rw-r--r-- | examples/models/resources/angle_gauge.png | bin | 11761 -> 12919 bytes | |||
| -rw-r--r-- | examples/models/resources/plane.png | bin | 4872 -> 4810 bytes | |||
| -rw-r--r-- | examples/models/resources/shaders/pbr.vs | 6 |
3 files changed, 3 insertions, 3 deletions
diff --git a/examples/models/resources/angle_gauge.png b/examples/models/resources/angle_gauge.png Binary files differindex 120f3601..f7871de6 100644 --- a/examples/models/resources/angle_gauge.png +++ b/examples/models/resources/angle_gauge.png diff --git a/examples/models/resources/plane.png b/examples/models/resources/plane.png Binary files differindex 9f28ddb0..58951ea3 100644 --- a/examples/models/resources/plane.png +++ b/examples/models/resources/plane.png 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); |
