LOD bias cubemap shaders

This commit is contained in:
saschawillems 2016-06-05 11:34:18 +02:00
parent 2c8d63e0b4
commit e7b79bec31
4 changed files with 11 additions and 7 deletions

View file

@ -7,9 +7,10 @@ layout (binding = 1) uniform samplerCube samplerColor;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in mat4 inInvModelView;
layout (location = 2) in float inLodBias;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in mat4 inInvModelView;
layout (location = 0) out vec4 outFragColor;
@ -20,7 +21,7 @@ void main()
cR = vec3(inInvModelView * vec4(cR, 0.0));
vec4 color = texture(samplerColor, cR);
vec4 color = texture(samplerColor, cR, inLodBias);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);

View file

@ -10,13 +10,15 @@ layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
float lodBias;
} ubo;
layout (location = 0) out vec3 outPos;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out mat4 outInvModelView;
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
{
@ -29,6 +31,7 @@ void main()
outPos = vec3(ubo.model * vec4(inPos, 1.0));
outNormal = mat3(ubo.model) * inNormal;
outLodBias = ubo.lodBias;
outInvModelView = inverse(ubo.model);