mirror of https://github.com/raysan5/raylib
Renamed shader variable
This commit is contained in:
parent
f14492432d
commit
04db494db0
|
@ -122,7 +122,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
|
|||
mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
|
||||
|
||||
// Set view matrix location
|
||||
mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix");
|
||||
mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
|
||||
mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
|
||||
mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
|
||||
|
||||
|
|
|
@ -16,7 +16,7 @@ in vec4 vertexTangent;
|
|||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 mMatrix;
|
||||
uniform mat4 matModel;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPosition;
|
||||
|
@ -31,10 +31,10 @@ void main()
|
|||
vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
|
||||
|
||||
// Calculate fragment normal based on normal transformations
|
||||
mat3 normalMatrix = transpose(inverse(mat3(mMatrix)));
|
||||
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
|
||||
|
||||
// Calculate fragment position based on model transformations
|
||||
fragPosition = vec3(mMatrix*vec4(vertexPosition, 1.0f));
|
||||
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
|
||||
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
|
Loading…
Reference in New Issue