Add inverseModelView UBO to fix texturecubemap sample

This commit is contained in:
Ben Clayton 2020-05-21 15:34:09 +01:00
parent 13c081664e
commit e3234db041
11 changed files with 42 additions and 25 deletions

View file

@ -3,10 +3,11 @@
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (binding = 0) uniform UBO
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 invModel;
float lodBias;
} ubo;
@ -15,24 +16,21 @@ layout (location = 1) out vec3 outNormal;
layout (location = 2) out float outLodBias;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out mat4 outInvModelView;
out gl_PerVertex
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
void main()
{
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
outPos = vec3(ubo.model * vec4(inPos, 1.0));
outNormal = mat3(ubo.model) * inNormal;
outNormal = mat3(ubo.model) * inNormal;
outLodBias = ubo.lodBias;
outInvModelView = inverse(ubo.model);
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
outViewVec = -outPos.xyz;
}