Split model and view matrix for clarity, destroy Vulkan resources

This commit is contained in:
saschawillems 2016-08-18 18:52:50 +02:00
parent d7725c9b79
commit 62cc1faf33
5 changed files with 29 additions and 21 deletions

View file

@ -15,6 +15,7 @@ layout (location = 5) in ivec4 inBoneIDs;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
mat4 bones[MAX_BONES];
vec4 lightPos;
@ -29,24 +30,24 @@ layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
vec4 gl_Position;
};
void main()
{
mat4 boneTransform = ubo.bones[inBoneIDs[0]] * inBoneWeights[0];
boneTransform += ubo.bones[inBoneIDs[1]] * inBoneWeights[1];
boneTransform += ubo.bones[inBoneIDs[2]] * inBoneWeights[2];
boneTransform += ubo.bones[inBoneIDs[3]] * inBoneWeights[3];
mat4 boneTransform = ubo.bones[inBoneIDs[0]] * inBoneWeights[0];
boneTransform += ubo.bones[inBoneIDs[1]] * inBoneWeights[1];
boneTransform += ubo.bones[inBoneIDs[2]] * inBoneWeights[2];
boneTransform += ubo.bones[inBoneIDs[3]] * inBoneWeights[3];
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
gl_Position = ubo.projection * ubo.model * boneTransform * vec4(inPos.xyz, 1.0);
gl_Position = ubo.projection * ubo.view * ubo.model * boneTransform * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
}