Use gl_FrontFacing to determine mirrored surface side, enable clipping (Refs #190)
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7 changed files with 18 additions and 23 deletions
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@ -5,7 +5,6 @@
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 3) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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@ -15,19 +14,14 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec4 outPos;
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layout (location = 2) out vec3 outNormal;
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mat3 mat3_emu(mat4 m4) {
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return mat3(
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m4[0][0], m4[0][1], m4[0][2],
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m4[1][0], m4[1][1], m4[1][2],
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m4[2][0], m4[2][1], m4[2][2]);
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}
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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mat3 rotation = mat3_emu(ubo.model);
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outNormal = rotation * inNormal;
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outUV = inUV;
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outPos = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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gl_Position = outPos;
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