OpenGL lighting

This commit is contained in:
Halbear 2026-08-29 19:42:11 +01:00
parent 5518dae1d7
commit f7127e0878
28 changed files with 873 additions and 188 deletions

View file

@ -19,12 +19,19 @@ uniform mat4 viewMatrix;
void main()
{
vec4 worldPos = modelMatrix * vec4(inPos,1);
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(inPos, 1.0);
mat3 mNormal = transpose(inverse(mat3(modelMatrix)));
outPos = worldPos;
outNormal = mNormal * normalize(inNormal);
outTangent = mNormal * normalize(inTangent);
outBitangent = mNormal * normalize(inBitangent);
// vec4 worldPos = modelMatrix * vec4(inPos,1);
// gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(inPos, 1.0);
// mat3 mNormal = transpose(inverse(mat3(modelMatrix)));
// outPos = worldPos;
// outNormal = mNormal * normalize(inNormal);
// outTextCoords = inTextCoords;
mat4 modelViewMatrix = viewMatrix * modelMatrix;
vec4 mvPosition = modelViewMatrix * vec4(inPos, 1.0);
gl_Position = projectionMatrix * mvPosition;
outPos = mvPosition;
outNormal = normalize(modelViewMatrix * vec4(inNormal, 0.0)).xyz;
outTangent = inNormal * normalize(inTangent);
outBitangent = inNormal * normalize(inBitangent);
outTextCoords = inTextCoords;
}