Use sparse texture clamp to find first populated mip level for texels

This commit is contained in:
saschawillems 2016-10-01 13:54:50 +02:00
parent 372e7d74a2
commit ab792d6a3d
4 changed files with 19 additions and 22 deletions

View file

@ -17,9 +17,9 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
//layout (location = 2) out vec3 outNormal;
//layout (location = 3) out vec3 outViewVec;
//layout (location = 4) out vec3 outLightVec;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
@ -30,16 +30,13 @@ void main()
{
outUV = inUV;
outLodBias = ubo.lodBias;
outNormal = inNormal;
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
/*
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
vec3 lightPos = vec3(0.0);
vec3 lPos = mat3(ubo.model) * lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
*/
vec3 lightPos = vec3(0.0, -5.0f, 0.0f);
outLightVec = lightPos - inPos.xyz;
outViewVec = ubo.viewPos.xyz - worldPos.xyz;
}