Renamed matrices. I quite like names such as 'modelToWorldMatrix' and 'cameraToClipMatrix' because they were very explicit about what the transform was doing. However OpenGL uses common terms such as 'model matrix' and 'projection matrix', so other people wlil be able to follow the code more easily if we stick to these conventions.
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@ -4,9 +4,9 @@ in uvec4 position; // This will be the position of the vertex in model-space
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in uint normal;
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// The usual matrices are provided
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uniform mat4 cameraToClipMatrix;
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uniform mat4 worldToCameraMatrix;
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uniform mat4 modelToWorldMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 modelMatrix;
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// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
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// but we use it in this example framework because not all surface extractor generate surface normals.
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@ -40,7 +40,7 @@ void main()
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worldNormal.w = 1.0;
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// Standard sequence of OpenGL transformations.
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worldPosition = modelToWorldMatrix * decodedPosition;
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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gl_Position = cameraToClipMatrix * cameraPosition;
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worldPosition = modelMatrix * decodedPosition;
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vec4 cameraPosition = viewMatrix * worldPosition;
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gl_Position = projectionMatrix * cameraPosition;
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}
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