diff options
Diffstat (limited to 'examples/shaders')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs | 40 |
1 files changed, 7 insertions, 33 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs index c8e25607..eb47bb91 100644 --- a/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs +++ b/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs @@ -6,10 +6,11 @@ attribute vec2 vertexTexCoord; attribute vec3 vertexNormal; attribute vec4 vertexColor; -attribute mat4 instance; +attribute mat4 instanceTransform; // Input uniform values uniform mat4 mvp; +uniform mat4 matNormal; // Output vertex attributes (to fragment shader) varying vec3 fragPosition; @@ -19,43 +20,16 @@ varying vec3 fragNormal; // NOTE: Add here your custom variables -// https://github.com/glslify/glsl-inverse -mat3 inverse(mat3 m) -{ - float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; - float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; - float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; - - float b01 = a22*a11 - a12*a21; - float b11 = -a22*a10 + a12*a20; - float b21 = a21*a10 - a11*a20; - - float det = a00*b01 + a01*b11 + a02*b21; - - return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), - b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), - b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; -} - -// https://github.com/glslify/glsl-transpose -mat3 transpose(mat3 m) -{ - return mat3(m[0][0], m[1][0], m[2][0], - m[0][1], m[1][1], m[2][1], - m[0][2], m[1][2], m[2][2]); -} - void main() { + // Compute MVP for current instance + mat4 mvpi = mvp*instanceTransform; + // Send vertex attributes to fragment shader - fragPosition = vec3(instance*vec4(vertexPosition, 1.0)); + fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; fragColor = vertexColor; - - mat3 normalMatrix = transpose(inverse(mat3(instance))); - fragNormal = normalize(normalMatrix*vertexNormal); - - mat4 mvpi = mvp*instance; + fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); // Calculate final vertex position gl_Position = mvpi*vec4(vertexPosition, 1.0); |
