using proper normals during the SSAO pass
parent
39d2bb68f8
commit
37ffc2da1e
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@ -21,10 +21,12 @@ out vec4 ioFragPosLightSpace;
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void main() {
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ioFragPosition = (uViewMatrix * uModelMatrix * inCoord).xyz;
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ioFragNormal = transpose(inverse(mat3(uModelMatrix))) * inNormal;
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mat4 model_view_matrix = uViewMatrix * uModelMatrix;
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ioFragNormal = transpose(inverse(mat3(model_view_matrix))) * inNormal;
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ioFragTexCoords = inUV;
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ioFragColor = inColor;
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ioFragPosLightSpace = uLightSpaceMatrix * uModelMatrix * inCoord;
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gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord;
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gl_Position = uProjectionMatrix * model_view_matrix * inCoord;
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}
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