Getting ready to decode normal.
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@ -11,9 +11,9 @@ void main()
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{
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// Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback
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// is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.
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vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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//vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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// We are just using the normal as the output color, and making it lighter so it looks a bit nicer.
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// Obviously a real shader would also do texuring, lighting, or whatever is required for the application.
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outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
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outputColor = vec4(abs(worldNormal.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
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}
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@ -1,6 +1,7 @@
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#version 140
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in uvec4 position; // This will be the position of the vertex in model-space
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in vec4 normal;
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// The usual matrices are provided
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uniform mat4 cameraToClipMatrix;
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@ -10,12 +11,15 @@ uniform mat4 modelToWorldMatrix;
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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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out vec4 worldPosition;
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out vec4 worldNormal;
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void main()
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{
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vec4 decodedPosition = position;
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decodedPosition.xyz = decodedPosition.xyz * (1.0 / 256.0);
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worldNormal = normal;
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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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