stuff
This commit is contained in:
+25
-5
@@ -6,19 +6,39 @@ layout (location = 2) in vec2 aTexCoord;
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoord;
|
||||
out vec4 FragPosLightSpace;
|
||||
|
||||
uniform mat4 proj;
|
||||
uniform mat4 view;
|
||||
uniform mat4 modl;
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
|
||||
uniform int uvMode = 0; // 0 = stretch, 1 = tile
|
||||
uniform vec3 tileScale = vec3(1.0);
|
||||
uniform vec2 uvOffset = vec2(0.0);
|
||||
|
||||
// Same direction as transpose(inverse(m)) for normals, without the per vertex inverse
|
||||
mat3 CofactorMatrix(mat3 m)
|
||||
{
|
||||
return mat3(cross(m[1], m[2]), cross(m[2], m[0]), cross(m[0], m[1]));
|
||||
}
|
||||
|
||||
// Tiling ignores the mesh's uvs and projects from whichever axis the surface faces,
|
||||
// so every face of a stretched cube repeats at the same size
|
||||
vec2 SurfaceUV()
|
||||
{
|
||||
if (uvMode == 0) return aTexCoord + uvOffset;
|
||||
|
||||
vec3 n = abs(aNormal);
|
||||
vec3 p = aPos * tileScale;
|
||||
if (n.y >= n.x && n.y >= n.z) return p.xz + uvOffset;
|
||||
if (n.x >= n.z) return p.zy + uvOffset;
|
||||
return p.xy + uvOffset;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 worldPos = modl * vec4(aPos, 1.0);
|
||||
FragPos = worldPos.xyz;
|
||||
Normal = normalize(mat3(transpose(inverse(modl))) * aNormal);
|
||||
TexCoord = aTexCoord;
|
||||
FragPosLightSpace = lightSpaceMatrix * worldPos;
|
||||
Normal = normalize(CofactorMatrix(mat3(modl)) * aNormal);
|
||||
TexCoord = SurfaceUV();
|
||||
gl_Position = proj * view * worldPos;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user