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authorraysan5 <[email protected]>2021-03-31 20:44:16 +0200
committerraysan5 <[email protected]>2021-03-31 20:44:16 +0200
commitcdc3754449da5cf8c83843f395dd97e71a7eba30 (patch)
tree2b850fbf711c08985840db841b778ab9584f2e2b /examples/shaders/resources
parent2488d361b6c9e65ba8e4ebc29bbc58a9bc3365ea (diff)
downloadraylib-cdc3754449da5cf8c83843f395dd97e71a7eba30.tar.gz
raylib-cdc3754449da5cf8c83843f395dd97e71a7eba30.zip
ADDED: Support model normal matrix location #1691
Diffstat (limited to 'examples/shaders/resources')
-rw-r--r--examples/shaders/resources/shaders/glsl330/base_lighting.vs5
-rw-r--r--examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs12
2 files changed, 8 insertions, 9 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/base_lighting.vs b/examples/shaders/resources/shaders/glsl330/base_lighting.vs
index f1b75d79..f8ec45f1 100644
--- a/examples/shaders/resources/shaders/glsl330/base_lighting.vs
+++ b/examples/shaders/resources/shaders/glsl330/base_lighting.vs
@@ -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);
diff --git a/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
index 7b709094..d198efe1 100644
--- a/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
+++ b/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
@@ -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);