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fixing the wrong matrix used
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parent
de61f4ea0b
commit
5e04b399d8
2 changed files with 6 additions and 4 deletions
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@ -86,6 +86,8 @@ TransformCamera getTransformCamera() {
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return camera;
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}
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uniform mat4 cameraTransform_viewInverse;
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<@endif@>
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<@endfunc@>
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@ -109,10 +111,10 @@ TransformCamera getTransformCamera() {
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//return camera._projection * camera._view * object._model * pos; !>
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{ // transformModelToClipPos
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vec4 _worldpos = (<$objectTransform$>._model * <$modelPos$>);
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// <$eyePos$> = (<$cameraTransform$>._viewInverse * _worldpos);
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<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
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vec4 _eyepos =(<$objectTransform$>._model * <$modelPos$>) + vec4(-<$modelPos$>.w * <$cameraTransform$>._viewInverse[3].xyz, 0.0);
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<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * _eyepos;
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<$eyePos$> = (<$cameraTransform$>._projectionInverse * <$clipPos$>);
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// <$eyePos$> = (<$cameraTransform$>._projectionInverse * <$clipPos$>);
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}
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<@else@>
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<$eyePos$> = gl_ModelViewMatrix * <$modelPos$>;
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@ -144,7 +146,7 @@ TransformCamera getTransformCamera() {
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<$worldDir$> = vec3(<$cameraTransform$>._viewInverse * vec4(<$eyeDir$>.xyz, 0.0));
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}
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<@else@>
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<$worldDir$> = vec3(gl_ModelViewMatrixInverse * vec4(<$eyeDir$>.xyz, 0.0));
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<$worldDir$> = vec3(cameraTransform_viewInverse * vec4(<$eyeDir$>.xyz, 0.0));
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<@endif@>
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<@endfunc@>
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@ -40,6 +40,6 @@ void main(void) {
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$>
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<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
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// interpolatedPosition = (gl_Vertex);
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interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
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}
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