REvisiting the shaders for lighting on deferred pass

This commit is contained in:
Sam Gateau 2015-02-04 14:01:16 -08:00
parent 3c30e70c12
commit 6c00f29f2b

View file

@ -15,6 +15,9 @@
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
//Everything about deferred lighting
<@include DeferredLighting.slh@>
// Everything about light
<@include Light.slh@>
@ -57,7 +60,7 @@ void main(void) {
discard;
}
vec4 fragNormal = invViewMat * vec4(frag.normal, 0.0);
vec3 fragNormal = vec3(invViewMat * vec4(frag.normal, 0.0));
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
vec3 fragEyeDir = normalize(fragEyeVector.xyz);