Don't render the reflection on the far side of the floor

This commit is contained in:
Brad Davis 2016-06-27 01:26:48 -07:00
parent d9d3a3e3b3
commit 0e88fb6811
4 changed files with 24 additions and 16 deletions

View file

@ -15,14 +15,19 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec4 outPos;
layout (location = 2) out vec3 outNormal;
out gl_PerVertex
{
vec4 gl_Position;
};
mat3 mat3_emu(mat4 m4) {
return mat3(
m4[0][0], m4[0][1], m4[0][2],
m4[1][0], m4[1][1], m4[1][2],
m4[2][0], m4[2][1], m4[2][2]);
}
void main()
{
mat3 rotation = mat3_emu(ubo.model);
outNormal = rotation * inNormal;
outUV = inUV;
outPos = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
gl_Position = outPos;