mirror of https://github.com/raysan5/raylib
ADDED: Support model normal matrix location #1691
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2488d361b6
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@ -9,6 +9,7 @@ in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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@ -24,9 +25,7 @@ void main()
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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@ -10,6 +10,7 @@ in mat4 instanceTransform;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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@ -21,15 +22,14 @@ out vec3 fragNormal;
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void main()
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{
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// Compute MVP for current instance
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mat4 mvpi = mvp*instanceTransform;
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// Send vertex attributes to fragment shader
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fragPosition = vec3(vec4(vertexPosition, 1.0));
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fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(instanceTransform)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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mat4 mvpi = mvp*instanceTransform;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvpi*vec4(vertexPosition, 1.0);
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@ -2055,9 +2055,10 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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// Get handles to GLSL uniform locations (vertex shader)
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
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shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
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shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
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shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal");
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// Get handles to GLSL uniform locations (fragment shader)
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
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@ -1058,6 +1058,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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// transform: function parameter transformation
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matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
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}
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// Upload model normal matrix (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModelView)));
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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@ -739,9 +739,10 @@ typedef enum {
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SHADER_LOC_VERTEX_TANGENT,
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SHADER_LOC_VERTEX_COLOR,
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SHADER_LOC_MATRIX_MVP,
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SHADER_LOC_MATRIX_MODEL,
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SHADER_LOC_MATRIX_VIEW,
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SHADER_LOC_MATRIX_PROJECTION,
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SHADER_LOC_MATRIX_MODEL,
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SHADER_LOC_MATRIX_NORMAL,
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SHADER_LOC_VECTOR_VIEW,
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SHADER_LOC_COLOR_DIFFUSE,
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SHADER_LOC_COLOR_SPECULAR,
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@ -417,6 +417,7 @@ typedef enum {
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SHADER_LOC_MATRIX_MVP,
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SHADER_LOC_MATRIX_MODEL,
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SHADER_LOC_MATRIX_VIEW,
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SHADER_LOC_MATRIX_NORMAL,
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SHADER_LOC_MATRIX_PROJECTION,
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SHADER_LOC_VECTOR_VIEW,
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SHADER_LOC_COLOR_DIFFUSE,
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