From f88da6fb6d50568d8d1889cca3f9ed32c4451a06 Mon Sep 17 00:00:00 2001 From: David Thompson Date: Wed, 12 May 2021 20:49:48 -0400 Subject: graphics: model: Add support for dynamic lights in PBR models. --- data/shaders/pbr-vert.glsl | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) (limited to 'data/shaders/pbr-vert.glsl') diff --git a/data/shaders/pbr-vert.glsl b/data/shaders/pbr-vert.glsl index 530c564..bf43e81 100644 --- a/data/shaders/pbr-vert.glsl +++ b/data/shaders/pbr-vert.glsl @@ -21,14 +21,12 @@ attribute vec4 color0; #ifdef GLSL120 varying vec3 fragWorldPos; -varying vec3 fragCamPos; varying vec3 fragNormal; varying vec2 fragTexcoord0; varying vec2 fragTexcoord1; varying vec4 fragColor0; #else out vec3 fragWorldPos; -out vec3 fragCamPos; out vec3 fragNormal; out vec2 fragTexcoord0; out vec2 fragTexcoord1; @@ -40,11 +38,10 @@ uniform mat4 view; uniform mat4 projection; void main(void) { - fragWorldPos = (model * vec4(position.xyz, 1.0)).xyz; - fragCamPos = (view * vec4(0.0, 0.0, 0.0, 1.0)).xyz; - fragNormal = normal; + fragWorldPos = vec3(model * vec4(position, 1.0)); + fragNormal = mat3(model) * normal; fragTexcoord0 = texcoord0; fragTexcoord1 = texcoord1; fragColor0 = color0; - gl_Position = projection * view * model * vec4(position.xyz, 1.0); + gl_Position = projection * view * vec4(fragWorldPos, 1.0); } -- cgit v1.2.3