From 1bff9a17e180bec94f6621929b8d71e74ea79c87 Mon Sep 17 00:00:00 2001 From: samcake Date: Mon, 8 Jun 2015 17:05:28 +0200 Subject: [PATCH] Fixing compilation issues and shader issues on Mac, not fully fixing the transparency though --- libraries/gpu/src/gpu/Transform.slh | 4 ++-- libraries/render-utils/src/model_normal_map.slv | 5 ++++- libraries/render-utils/src/skin_model.slv | 4 ++-- 3 files changed, 8 insertions(+), 5 deletions(-) diff --git a/libraries/gpu/src/gpu/Transform.slh b/libraries/gpu/src/gpu/Transform.slh index 772a69b951..d01fe128ae 100644 --- a/libraries/gpu/src/gpu/Transform.slh +++ b/libraries/gpu/src/gpu/Transform.slh @@ -86,7 +86,7 @@ TransformCamera getTransformCamera() { return camera; } -uniform mat4 cameraTransform_viewInverse; +uniform mat4 transformCamera_viewInverse; <@endif@> <@endfunc@> @@ -146,7 +146,7 @@ uniform mat4 cameraTransform_viewInverse; <$worldDir$> = vec3(<$cameraTransform$>._viewInverse * vec4(<$eyeDir$>.xyz, 0.0)); } <@else@> - <$worldDir$> = vec3(cameraTransform_viewInverse * vec4(<$eyeDir$>.xyz, 0.0)); + <$worldDir$> = vec3(transformCamera_viewInverse * vec4(<$eyeDir$>.xyz, 0.0)); <@endif@> <@endfunc@> diff --git a/libraries/render-utils/src/model_normal_map.slv b/libraries/render-utils/src/model_normal_map.slv index 2f493053dd..58eb03e564 100755 --- a/libraries/render-utils/src/model_normal_map.slv +++ b/libraries/render-utils/src/model_normal_map.slv @@ -23,6 +23,9 @@ uniform mat4 texcoordMatrices[MAX_TEXCOORDS]; // the tangent vector attribute vec3 tangent; +// interpolated eye position +varying vec4 interpolatedPosition; + // the interpolated normal varying vec4 interpolatedNormal; @@ -45,7 +48,7 @@ void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); - <$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$> + <$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$> <$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$> <$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$> diff --git a/libraries/render-utils/src/skin_model.slv b/libraries/render-utils/src/skin_model.slv index 459072e747..9762d45f93 100755 --- a/libraries/render-utils/src/skin_model.slv +++ b/libraries/render-utils/src/skin_model.slv @@ -25,7 +25,7 @@ uniform mat4 texcoordMatrices[MAX_TEXCOORDS]; attribute vec4 clusterIndices; attribute vec4 clusterWeights; -// interpolated eye position +// interpolated eye position varying vec4 interpolatedPosition; // the interpolated normal @@ -52,7 +52,7 @@ void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); - <$transformModelToWorldAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$> + <$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$> <$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);