Minor improvements for non-instanced shaders
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@ -15,7 +15,7 @@ out vec2 uv_bis;
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out float camdist;
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out float camdist;
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void main() {
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void main() {
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gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.);
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gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
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uv = Texcoord;
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uv = Texcoord;
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uv_bis = SecondTexcoord;
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uv_bis = SecondTexcoord;
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camdist = length(ViewMatrix * ModelMatrix * vec4(Position, 1.));
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camdist = length(ViewMatrix * ModelMatrix * vec4(Position, 1.));
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@ -28,7 +28,7 @@ void main()
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// affects "nor" which is later only * 0.1 by scattering
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// affects "nor" which is later only * 0.1 by scattering
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new_inverse_model_matrix[3].xyz -= windDir * Color.r;
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new_inverse_model_matrix[3].xyz -= windDir * Color.r;
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mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * new_model_matrix;
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mat4 ModelViewProjectionMatrix = ProjectionViewMatrix * new_model_matrix;
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mat4 TransposeInverseModelView = transpose(InverseViewMatrix * new_inverse_model_matrix);
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mat4 TransposeInverseModelView = transpose(InverseViewMatrix * new_inverse_model_matrix);
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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@ -46,7 +46,7 @@ out vec4 color;
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void main(void)
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void main(void)
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{
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{
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color = Color.zyxw;
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color = Color.zyxw;
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mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
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mat4 ModelViewProjectionMatrix = ProjectionViewMatrix * ModelMatrix;
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mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
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mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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// Keep orthogonality
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// Keep orthogonality
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@ -14,7 +14,7 @@ void main(void)
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float gz = int(gl_VertexID >> 9) & (resolution.z - 1);
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float gz = int(gl_VertexID >> 9) & (resolution.z - 1);
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uvw = vec3(gx, gy, gz) / vec3(resolution);
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uvw = vec3(gx, gy, gz) / vec3(resolution);
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vec3 WorldPos = (2. * uvw - 1.) * extents;
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vec3 WorldPos = (2. * uvw - 1.) * extents;
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gl_Position = ProjectionMatrix * ViewMatrix * RHMatrix * vec4(WorldPos, 1.);
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gl_Position = ProjectionViewMatrix * RHMatrix * vec4(WorldPos, 1.);
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gl_PointSize = 500. / gl_Position.w;
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gl_PointSize = 500. / gl_Position.w;
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}
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}
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@ -69,7 +69,7 @@ void main(void)
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skinned_bitangent += Weight[i] * single_bone_influenced_bitangent;
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skinned_bitangent += Weight[i] * single_bone_influenced_bitangent;
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}
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}
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gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * skinned_position;
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gl_Position = ProjectionViewMatrix * ModelMatrix * skinned_position;
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// Keep orthogonality
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// Keep orthogonality
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nor = (TransposeInverseModelView * skinned_normal).xyz;
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nor = (TransposeInverseModelView * skinned_normal).xyz;
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// Keep direction
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// Keep direction
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