Updated particle fire shaders (Fixes #259)

This commit is contained in:
saschawillems 2016-12-19 20:21:44 +01:00
parent a88ddff390
commit ef26748142
8 changed files with 45 additions and 41 deletions

View file

@ -18,6 +18,12 @@ layout (binding = 0) uniform UBO
vec4 cameraPos;
} ubo;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec3 outLightVec;
layout (location = 2) out vec3 outLightVecB;
@ -26,28 +32,28 @@ layout (location = 6) out vec3 outViewVec;
void main(void)
{
vec3 vertexPosition = vec3(ubo.model * vec4(inPos, 1.0));
outLightDir = normalize(ubo.lightPos.xyz - vertexPosition);
vec3 vertexPosition = vec3(ubo.model * vec4(inPos, 1.0));
outLightDir = normalize(ubo.lightPos.xyz - vertexPosition);
// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
// object coordinates into tangent space
mat3 tbnMatrix;
tbnMatrix[0] = mat3(ubo.normal) * inTangent;
tbnMatrix[1] = mat3(ubo.normal) * inBiTangent;
tbnMatrix[2] = mat3(ubo.normal) * inNormal;
// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
// object coordinates into tangent space
mat3 tbnMatrix;
tbnMatrix[0] = mat3(ubo.normal) * inTangent;
tbnMatrix[1] = mat3(ubo.normal) * inBiTangent;
tbnMatrix[2] = mat3(ubo.normal) * inNormal;
outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition.xyz) * tbnMatrix;
outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition.xyz) * tbnMatrix;
vec3 lightDist = ubo.lightPos.xyz - inPos.xyz;
outLightVecB.x = dot(inTangent.xyz, lightDist);
outLightVecB.y = dot(inBiTangent.xyz, lightDist);
outLightVecB.z = dot(inNormal, lightDist);
vec3 lightDist = ubo.lightPos.xyz - inPos.xyz;
outLightVecB.x = dot(inTangent.xyz, lightDist);
outLightVecB.y = dot(inBiTangent.xyz, lightDist);
outLightVecB.z = dot(inNormal, lightDist);
outViewVec.x = dot(inTangent, inPos.xyz);
outViewVec.y = dot(inBiTangent, inPos.xyz);
outViewVec.z = dot(inNormal, inPos.xyz);
outViewVec.x = dot(inTangent, inPos.xyz);
outViewVec.y = dot(inBiTangent, inPos.xyz);
outViewVec.z = dot(inNormal, inPos.xyz);
outUV = inUV;
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
}