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added IBR lighting from irradiance maps
[demo]
/
gl_shaders
/
morphing.v.glsl
diff --git
a/gl_shaders/morphing.v.glsl
b/gl_shaders/morphing.v.glsl
index
6f72aa7
..
d84336f
100644
(file)
--- a/
gl_shaders/morphing.v.glsl
+++ b/
gl_shaders/morphing.v.glsl
@@
-2,16
+2,18
@@
uniform mat4 mview;
uniform mat4 mmviewproj;
uniform mat4 mview;
uniform mat4 mmviewproj;
+uniform mat4 mmod;
uniform float t;
const float half_height = 0.855;
varying vec3 pos;
uniform float t;
const float half_height = 0.855;
varying vec3 pos;
-varying vec3 normal;
-varying vec3 ldir;
+// varying vec3 normal;
+// varying vec3 ldir;
varying vec2 tex_coord;
varying vec2 tex_coord;
+varying vec3 world_normal;
-const vec3 lpos = vec3(0.0, 100.0, -10.0);
+// const vec3 lpos = vec3(0.0, 100.0, -10.0);
/* attributes */
layout(location = 1) in vec3 attr_pos;
/* attributes */
layout(location = 1) in vec3 attr_pos;
@@
-31,10
+33,11
@@
void main()
gl_Position = mmviewproj * vec4(p, 1.0);
pos = (mview * vec4(p, 1.0)).xyz;
gl_Position = mmviewproj * vec4(p, 1.0);
pos = (mview * vec4(p, 1.0)).xyz;
- ldir = (mview * vec4(lpos, 1.0)).xyz;
+ // ldir = (mview * vec4(lpos, 1.0)).xyz;
- mat3 normal_matrix = mat3(mview);
- normal = normal_matrix * n;
+ // mat3 normal_matrix = mat3(mview);
+ // normal = normal_matrix * n;
tex_coord = attr_tex;
tex_coord = attr_tex;
+ world_normal = (mmod * vec4(attr_normal, 1.0)).xyz;
}
\ No newline at end of file
}
\ No newline at end of file