Use gl_FrontFacing to determine mirrored surface side, enable clipping (Refs #190)

This commit is contained in:
saschawillems 2016-07-06 21:13:24 +02:00
parent becdc7c9dc
commit 876f5714eb
7 changed files with 18 additions and 23 deletions

View file

@ -5,7 +5,6 @@
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
@ -15,19 +14,14 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec4 outPos;
layout (location = 2) out vec3 outNormal;
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]);
}
out gl_PerVertex
{
vec4 gl_Position;
};
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;