Fixing compilation issues and shader issues on Mac, not fully fixing the transparency though

This commit is contained in:
samcake 2015-06-08 17:05:28 +02:00
parent 8a93db6f5a
commit 1bff9a17e1
3 changed files with 8 additions and 5 deletions

View file

@ -86,7 +86,7 @@ TransformCamera getTransformCamera() {
return camera; return camera;
} }
uniform mat4 cameraTransform_viewInverse; uniform mat4 transformCamera_viewInverse;
<@endif@> <@endif@>
<@endfunc@> <@endfunc@>
@ -146,7 +146,7 @@ uniform mat4 cameraTransform_viewInverse;
<$worldDir$> = vec3(<$cameraTransform$>._viewInverse * vec4(<$eyeDir$>.xyz, 0.0)); <$worldDir$> = vec3(<$cameraTransform$>._viewInverse * vec4(<$eyeDir$>.xyz, 0.0));
} }
<@else@> <@else@>
<$worldDir$> = vec3(cameraTransform_viewInverse * vec4(<$eyeDir$>.xyz, 0.0)); <$worldDir$> = vec3(transformCamera_viewInverse * vec4(<$eyeDir$>.xyz, 0.0));
<@endif@> <@endif@>
<@endfunc@> <@endfunc@>

View file

@ -23,6 +23,9 @@ uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
// the tangent vector // the tangent vector
attribute vec3 tangent; attribute vec3 tangent;
// interpolated eye position
varying vec4 interpolatedPosition;
// the interpolated normal // the interpolated normal
varying vec4 interpolatedNormal; varying vec4 interpolatedNormal;
@ -45,7 +48,7 @@ void main(void) {
// standard transform // standard transform
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$>
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$> <$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
<$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$> <$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$>

View file

@ -25,7 +25,7 @@ uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
attribute vec4 clusterIndices; attribute vec4 clusterIndices;
attribute vec4 clusterWeights; attribute vec4 clusterWeights;
// interpolated eye position // interpolated eye position
varying vec4 interpolatedPosition; varying vec4 interpolatedPosition;
// the interpolated normal // the interpolated normal
@ -52,7 +52,7 @@ void main(void) {
// standard transform // standard transform
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToWorldAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$>
<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0); interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);