Avoid using matrix4 calculation

This commit is contained in:
Benau 2016-11-28 15:44:14 +08:00
parent 497b7e3f14
commit 5884d7b9d8
3 changed files with 3 additions and 15 deletions

View File

@ -59,11 +59,7 @@ void main(void)
// Keep direction
tangent = (ViewMatrix * ModelMatrix * vec4(Tangent, 0.)).xyz;
bitangent = (ViewMatrix * ModelMatrix * vec4(Bitangent, 0.)).xyz;
uv = (mat4(1., 0., 0., 0.,
0., 1., 0., 0.,
misc_data.x, misc_data.y, 1., 0.,
0., 0., 0., 1.)
* vec4(Texcoord, 1., 1.)).xy;
uv = vec2(Texcoord.x + misc_data.x, Texcoord.y + misc_data.y);
uv_bis = SecondTexcoord;
color = Color.zyxw;
color_change = misc_data.zw;

View File

@ -54,10 +54,6 @@ void main(void)
// Keep direction
tangent = (ViewMatrix * ModelMatrix * vec4(Tangent, 0.)).xyz;
bitangent = (ViewMatrix * ModelMatrix * vec4(Bitangent, 0.)).xyz;
uv = (mat4(1., 0., 0., 0.,
0., 1., 0., 0.,
texture_trans.x, texture_trans.y, 1., 0.,
0., 0., 0., 1.)
* vec4(Texcoord, 1., 1.)).xy;
uv = vec2(Texcoord.x + texture_trans.x, Texcoord.y + texture_trans.y);
uv_bis = SecondTexcoord;
}

View File

@ -28,11 +28,7 @@ void main(void)
mat4 TransposeInverseModel = transpose(inverse(ModelMatrix));
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
uv = (mat4(1., 0., 0., 0.,
0., 1., 0., 0.,
texture_trans.x, texture_trans.y, 1., 0.,
0., 0., 0., 1.)
* vec4(Texcoord, 1., 1.)).xy;
uv = vec2(Texcoord.x + texture_trans.x, Texcoord.y + texture_trans.y);
uv_bis = SecondTexcoord;
color = Color.zyxw;
}