- Timestamp:
- Dec 5, 2019, 5:48:59 PM (5 years ago)
- Branches:
- feature/imgui-sdl, master, points-test
- Children:
- 7c929fc
- Parents:
- 785333b (diff), cf727ca (diff)
Note: this is a merge changeset, the changes displayed below correspond to the merge itself.
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- 1 edited
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shaders/ship.vert
r785333b r2b40f48 18 18 layout(location = 1) in vec3 vertex_color; 19 19 layout(location = 2) in vec3 vertex_normal; 20 //layout(location = 3) in uint ubo_index;20 layout(location = 3) in uint obj_index; 21 21 22 22 layout(location = 0) out vec3 position_eye; … … 33 33 // Check Anton's book to see how to fix this 34 34 void main() { 35 position_eye = vec3(ubo.view * sbo.objects[0].model * vec4(vertex_position, 1.0)); 36 //position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0)); 35 position_eye = vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0)); 37 36 38 37 // Using 0.0 instead of 1.0 means translations won't effect the normal 39 normal_eye = normalize(vec3(ubo.view * sbo.objects[0].model * vec4(vertex_normal, 0.0))); 40 //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0))); 38 normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0))); 41 39 color = vertex_color; 42 40 light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
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