Inadvertantly inverted RSM and model matrixes.

This commit is contained in:
Vincent Lejeune 2014-08-08 01:47:29 +02:00
parent 8db09a55cd
commit 5ba2f6c97b

View File

@ -1008,7 +1008,7 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/rsm.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/rsm.frag").c_str());
TU_tex = 0;
AssignUniforms("ModelMatrix", "RSMMatrix", "TextureMatrix");
AssignUniforms("RSMMatrix", "ModelMatrix", "TextureMatrix");
AssignTextureUnit(Program, TexUnit(TU_tex, "tex"));
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -1025,7 +1025,7 @@ namespace MeshShader
TU_detail1 = 2;
TU_detail2 = 3;
TU_detail3 = 4;
AssignUniforms("ModelMatrix", "RSMMatrix");
AssignUniforms("RSMMatrix", "ModelMatrix");
AssignTextureUnit(Program, TexUnit(TU_layout, "tex_layout"), TexUnit(TU_detail0, "tex_detail0"), TexUnit(TU_detail1, "tex_detail1"), TexUnit(TU_detail2, "tex_detail2"), TexUnit(TU_detail3, "tex_detail3"));
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");