trying to tweek the transform equation to find the intel bug

This commit is contained in:
Sam Gateau 2015-03-18 17:20:27 -07:00
parent 0f22d64802
commit b33ba64e05
2 changed files with 5 additions and 2 deletions

View file

@ -68,7 +68,8 @@ TransformCamera getTransformCamera() {
}
<@else@>
uniform vec4 transformObjectBuffer[7];
uniform vec4 transformObjectBuffer[8];
TransformObject getTransformObject() {
TransformObject object;
object._model[0] = transformObjectBuffer[0];

View file

@ -16,6 +16,7 @@ const int MAX_TEXCOORDS = 2;
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
// the interpolated normal
varying vec4 normal;
@ -30,7 +31,8 @@ void main(void) {
// use standard pipeline transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
gl_Position = transformModelToClipPos(cam, obj, gl_Vertex);
gl_Position = transformModelToClipPos(cam, obj, vec4(gl_Vertex.xyz, 1.0));
// transform and store the normal for interpolation
normal = vec4(normalize(transformModelToEyeDir(cam, obj, gl_Normal)), 0.0);