Tangent/Bitangent direction only matters.

This commit is contained in:
Vincent Lejeune 2015-01-07 21:50:24 +01:00
parent 2b6ef130da
commit cc43861896
2 changed files with 4 additions and 4 deletions

View File

@ -51,8 +51,8 @@ void main(void)
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz;
bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz;
tangent = (TransposeInverseModelView * vec4(Tangent, 0.)).xyz;
bitangent = (TransposeInverseModelView * vec4(Bitangent, 0.)).xyz;
uv = Texcoord;
uv_bis = SecondTexcoord;
color = Color.zyxw;

View File

@ -48,8 +48,8 @@ void main(void)
mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz;
bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz;
tangent = (TransposeInverseModelView * vec4(Tangent, 0.)).xyz;
bitangent = (TransposeInverseModelView * vec4(Bitangent, 0.)).xyz;
uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
uv_bis = SecondTexcoord;
}