OpenGL lighting
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5518dae1d7
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f7127e0878
28 changed files with 873 additions and 188 deletions
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@ -19,12 +19,19 @@ uniform mat4 viewMatrix;
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void main()
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{
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vec4 worldPos = modelMatrix * vec4(inPos,1);
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(inPos, 1.0);
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mat3 mNormal = transpose(inverse(mat3(modelMatrix)));
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outPos = worldPos;
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outNormal = mNormal * normalize(inNormal);
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outTangent = mNormal * normalize(inTangent);
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outBitangent = mNormal * normalize(inBitangent);
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// vec4 worldPos = modelMatrix * vec4(inPos,1);
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// gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(inPos, 1.0);
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// mat3 mNormal = transpose(inverse(mat3(modelMatrix)));
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// outPos = worldPos;
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// outNormal = mNormal * normalize(inNormal);
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// outTextCoords = inTextCoords;
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mat4 modelViewMatrix = viewMatrix * modelMatrix;
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vec4 mvPosition = modelViewMatrix * vec4(inPos, 1.0);
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gl_Position = projectionMatrix * mvPosition;
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outPos = mvPosition;
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outNormal = normalize(modelViewMatrix * vec4(inNormal, 0.0)).xyz;
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outTangent = inNormal * normalize(inTangent);
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outBitangent = inNormal * normalize(inBitangent);
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outTextCoords = inTextCoords;
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}
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