Inadverly inverted shadow and shadow_grass.vert

This commit is contained in:
Vincent Lejeune 2014-07-13 21:37:12 +02:00
parent 54b1ce39e4
commit f2acac7230
2 changed files with 6 additions and 6 deletions

View File

@ -8,10 +8,8 @@ layout (std140) uniform MatrixesData
}; };
uniform mat4 ModelMatrix; uniform mat4 ModelMatrix;
uniform vec3 windDir;
layout(location = 0) in vec3 Position; layout(location = 0) in vec3 Position;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord; layout(location = 3) in vec2 Texcoord;
#ifdef VSLayer #ifdef VSLayer
@ -26,10 +24,10 @@ void main(void)
#ifdef VSLayer #ifdef VSLayer
gl_Layer = gl_InstanceID & 3; gl_Layer = gl_InstanceID & 3;
uv = Texcoord; uv = Texcoord;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.); gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
#else #else
layerId = gl_InstanceID & 3; layerId = gl_InstanceID & 3;
tc = Texcoord; tc = Texcoord;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.); gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
#endif #endif
} }

View File

@ -8,8 +8,10 @@ layout (std140) uniform MatrixesData
}; };
uniform mat4 ModelMatrix; uniform mat4 ModelMatrix;
uniform vec3 windDir;
layout(location = 0) in vec3 Position; layout(location = 0) in vec3 Position;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord; layout(location = 3) in vec2 Texcoord;
#ifdef VSLayer #ifdef VSLayer
@ -24,10 +26,10 @@ void main(void)
#ifdef VSLayer #ifdef VSLayer
gl_Layer = gl_InstanceID & 3; gl_Layer = gl_InstanceID & 3;
uv = Texcoord; uv = Texcoord;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.); gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
#else #else
layerId = gl_InstanceID & 3; layerId = gl_InstanceID & 3;
tc = Texcoord; tc = Texcoord;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.); gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
#endif #endif
} }