Skeletalanimation fix (#671)

* Fixed anc code cleanup for skeletal animation

Refs #669

* Fix android build
This commit is contained in:
Sascha Willems 2020-02-20 14:25:29 +01:00 committed by GitHub
parent fcb0a2a46a
commit d1fbf8d00a
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 26 additions and 37 deletions

View file

@ -1,4 +0,0 @@
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv
glslangvalidator -V texture.vert -o texture.vert.spv
glslangvalidator -V texture.frag -o texture.frag.spv

View file

@ -18,7 +18,7 @@ void main()
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);// * inColor;
vec3 diffuse = max(dot(N, L), 0.1) * vec3(1.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.5);
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

View file

@ -43,7 +43,7 @@ void main()
gl_Position = ubo.projection * ubo.view * ubo.model * boneTransform * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(inverse(transpose(ubo.model * boneTransform))) * inNormal;
outNormal = mat3(boneTransform) * inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
}

View file

@ -7,8 +7,8 @@ layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
mat4 model;
vec4 lightPos;
vec4 viewPos;
vec2 uvOffset;
@ -30,7 +30,7 @@ void main()
vec4 pos = vec4(inPos, 1.0);
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(pos);
outNormal = mat3(ubo.model) * inNormal;
outNormal = inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
}