Fix lighting: Normalmatrix was never applied

This commit is contained in:
4VRDriver
2020-09-17 12:39:59 +02:00
parent 56190d3cb6
commit 065ec8d7ae
10 changed files with 45 additions and 31 deletions

View File

@@ -13,6 +13,8 @@ struct Material {
sampler2D texture_specular1;
sampler2D texture_normal0;
sampler2D texture_normal1;
sampler2D texture_height0;
sampler2D texture_height1;
sampler2D texture_gloss0;
sampler2D texture_gloss1;
float shininess;
@@ -73,7 +75,7 @@ void main() {
vec3 fragmentColor = vec3(0.0f);
vec3 normal = normalize(v_normal);
vec3 normal = normalize(u_normalMatrix * v_normal);
vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
fragmentColor += directionalLightContribution(u_directionalLight, normal, viewDir);

View File

@@ -4,13 +4,8 @@ layout(location = 0) in vec3 a_position;
layout(location = 1) in vec2 a_texCoord;
layout(location = 2) in vec4 a_color;
out vec4 v_color;
out vec2 v_texCoord;
uniform mat4 u_modelViewProjMatrix;
void main() {
gl_Position = u_modelViewProjMatrix * vec4(a_position, 1.0f);
v_texCoord = a_texCoord;
v_color = a_color;
}