shader not compiling properly have been fixed

This commit is contained in:
samcake 2015-05-01 00:21:58 -07:00
parent e560687371
commit 2b631efb5d
2 changed files with 15 additions and 15 deletions

View file

@ -1,5 +1,5 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model.vert
@ -12,9 +12,9 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
const int MAX_TEXCOORDS = 2;
@ -29,7 +29,7 @@ varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
varying vec3 color;
varying vec3 color;
void main(void) {
// transform and store the normal and tangent for interpolation
@ -42,13 +42,13 @@ void main(void) {
// and the texture coordinates
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
<$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$>
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
<$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$>
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
}

View file

@ -32,7 +32,7 @@ varying vec3 color;
void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
normal = vec4(0.0, 0.0, 0.0, 0.0);
interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
float clusterWeight = clusterWeights[i];