Getting ready to decode normal.

This commit is contained in:
David Williams 2014-05-29 19:34:43 +02:00
parent e40eb6d762
commit a6a1c4dbb7
2 changed files with 6 additions and 2 deletions

View File

@ -11,9 +11,9 @@ void main()
{
// Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback
// is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.
vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
//vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
// We are just using the normal as the output color, and making it lighter so it looks a bit nicer.
// Obviously a real shader would also do texuring, lighting, or whatever is required for the application.
outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
outputColor = vec4(abs(worldNormal.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
}

View File

@ -1,6 +1,7 @@
#version 140
in uvec4 position; // This will be the position of the vertex in model-space
in vec4 normal;
// The usual matrices are provided
uniform mat4 cameraToClipMatrix;
@ -10,12 +11,15 @@ uniform mat4 modelToWorldMatrix;
// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
// but we use it in this example framework because not all surface extractor generate surface normals.
out vec4 worldPosition;
out vec4 worldNormal;
void main()
{
vec4 decodedPosition = position;
decodedPosition.xyz = decodedPosition.xyz * (1.0 / 256.0);
worldNormal = normal;
// Standard sequence of OpenGL transformations.
worldPosition = modelToWorldMatrix * decodedPosition;
vec4 cameraPosition = worldToCameraMatrix * worldPosition;