Merge remote-tracking branch 'origin/master' into Movement
This commit is contained in:
@@ -12,52 +12,11 @@
|
||||
<Entity name="Side_Origin">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-0.377000004" Y="0.0400000028" Z="0"/>
|
||||
<Orientation X="0" Y="0.797000051" Z="0"/>
|
||||
<Position X="-0.443000019" Y="0.0400000028" Z="0"/>
|
||||
<Orientation X="0" Y="0.867000043" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="ButtonPos_3">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0.140000001" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Button_3">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
|
||||
<BlurBackground>true</BlurBackground>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Text">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>Credits</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="0" R="0"/>
|
||||
<Alignment>
|
||||
<Left/>
|
||||
</Alignment>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="-0.075000003" Y="-0.0150000006" Z="0.00100000005"/>
|
||||
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="ButtonPos_1">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
@@ -70,7 +29,8 @@
|
||||
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
|
||||
<BlurBackground>true</BlurBackground>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="1" G="1" R="1"/>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.392156869" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>Play</Command>
|
||||
@@ -87,18 +47,126 @@
|
||||
<c:Text>
|
||||
<Content>Play</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="0" R="0"/>
|
||||
<Alignment>
|
||||
<Left/>
|
||||
<Right/>
|
||||
</Alignment>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="-0.075000003" Y="-0.0150000006" Z="0.00100000005"/>
|
||||
<Position X="0.0920000002" Y="-0.0150000006" Z="0.00499999989"/>
|
||||
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ButtonCorner_Origin">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="TopRight">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BottomRight">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
|
||||
<Orientation X="0" Y="0" Z="4.71199989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="ButtonPos_3">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0.140000001" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="Button_3">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
|
||||
<BlurBackground>true</BlurBackground>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.392156869" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Text">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>Credits</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
</Alignment>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0.0920000002" Y="-0.0150000006" Z="0.00499999989"/>
|
||||
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ButtonCorner_Origin">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="TopRight">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BottomRight">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
|
||||
<Orientation X="0" Y="0" Z="4.71199989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="ButtonPos_2">
|
||||
@@ -115,7 +183,8 @@
|
||||
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
|
||||
<BlurBackground>true</BlurBackground>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="1" G="1" R="1"/>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.392156869" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
|
||||
@@ -128,18 +197,51 @@
|
||||
<c:Text>
|
||||
<Content>Option</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="0" R="0"/>
|
||||
<Alignment>
|
||||
<Left/>
|
||||
<Right/>
|
||||
</Alignment>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="-0.075000003" Y="-0.0150000006" Z="0.00100000005"/>
|
||||
<Position X="0.0920000076" Y="-0.0150000006" Z="0.00499999989"/>
|
||||
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ButtonCorner_Origin">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="TopRight">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BottomRight">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
|
||||
<Orientation X="0" Y="0" Z="4.71199989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="ButtonPos_4">
|
||||
@@ -156,7 +258,8 @@
|
||||
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
|
||||
<BlurBackground>true</BlurBackground>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="1" G="1" R="1"/>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Color A="0.392156869" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
|
||||
@@ -169,18 +272,51 @@
|
||||
<c:Text>
|
||||
<Content>Quit</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="0" R="0"/>
|
||||
<Alignment>
|
||||
<Left/>
|
||||
<Right/>
|
||||
</Alignment>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="-0.075000003" Y="-0.0150000006" Z="0.00100000005"/>
|
||||
<Position X="0.0920000002" Y="-0.0150000006" Z="0.00499999989"/>
|
||||
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="ButtonCorner_Origin">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="TopRight">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BottomRight">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
|
||||
<Orientation X="0" Y="0" Z="4.71199989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
|
||||
<BlurBackground>true</BlurBackground>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
<Color A="0.196078435" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Scale X="0.300000012" Y="0.5" Z="1"/>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,8 +1,6 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 PVM;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 5) in vec4 BoneIndices;
|
||||
@@ -15,7 +13,7 @@ out VertexData{
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P * V * M * vec4(Position, 1.0);
|
||||
gl_Position = PVM * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
}
|
||||
@@ -1,8 +1,6 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 PVM;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
|
||||
@@ -27,7 +25,7 @@ void main()
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = vec3(0.0);
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#define MIN_AMBIENT_LIGHT 0.3
|
||||
|
||||
uniform mat4 VM;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
@@ -11,7 +12,7 @@ uniform vec2 ScreenDimensions;
|
||||
uniform vec4 FillColor;
|
||||
uniform vec4 AmbientColor;
|
||||
uniform float FillPercentage;
|
||||
uniform float GlowIntensity = 10;
|
||||
uniform float GlowIntensity;
|
||||
uniform vec3 CameraPosition;
|
||||
uniform int SSAOQuality;
|
||||
|
||||
@@ -131,7 +132,7 @@ void main()
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
vec4 position = VM * vec4(Input.Position, 1.0);
|
||||
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
||||
normal = normalize(normal);
|
||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||
@@ -182,6 +183,7 @@ void main()
|
||||
color_result += FillColor;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
//sceneColor = CommonUniforms.testColour;
|
||||
//sceneColor = vec4(reflectionColor.xyz, 1);
|
||||
color_result.xyz += glowTexel.xyz*GlowIntensity;
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 PVM;
|
||||
uniform mat4 TIM;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
@@ -22,8 +23,8 @@ out VertexData{
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||
mat4 TIM = transpose(inverse(M));
|
||||
gl_Position = PVM * vec4(Position, 1.0);
|
||||
//mat4 TIM = transpose(inverse(M));
|
||||
Output.Position = Position;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#define MIN_AMBIENT_LIGHT 0.3
|
||||
|
||||
uniform mat4 VM;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
@@ -11,7 +12,7 @@ uniform vec2 ScreenDimensions;
|
||||
uniform vec4 FillColor;
|
||||
uniform vec4 AmbientColor;
|
||||
uniform float FillPercentage;
|
||||
uniform float GlowIntensity = 10;
|
||||
uniform float GlowIntensity;
|
||||
uniform vec3 CameraPosition;
|
||||
uniform int SSAOQuality;
|
||||
|
||||
@@ -138,7 +139,7 @@ void main()
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
vec4 position = VM * vec4(Input.Position, 1.0);
|
||||
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
|
||||
normal = normalize(normal);
|
||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 PVM;
|
||||
uniform mat4 TIM;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
@@ -34,7 +36,7 @@ void main()
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#define MIN_AMBIENT_LIGHT 0.3
|
||||
|
||||
uniform mat4 VM;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
@@ -189,7 +190,7 @@ void main()
|
||||
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
|
||||
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
|
||||
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
vec4 position = VM * vec4(Input.Position, 1.0);
|
||||
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
||||
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
|
||||
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#define MIN_AMBIENT_LIGHT 0.3
|
||||
|
||||
uniform mat4 VM;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
@@ -190,7 +191,7 @@ void main()
|
||||
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
|
||||
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
|
||||
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
vec4 position = VM * vec4(Input.Position, 1.0);
|
||||
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
||||
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
|
||||
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 PVM;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
@@ -16,6 +13,6 @@ out VertexData{
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P*V*M * vec4(Position, 1.0);
|
||||
gl_Position = PVM * vec4(Position, 1.0);
|
||||
Output.Position = Position, 1.0;
|
||||
}
|
||||
@@ -1,8 +1,5 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 PVM;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
@@ -27,6 +24,6 @@ void main()
|
||||
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
|
||||
}
|
||||
|
||||
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
|
||||
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
|
||||
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
|
||||
}
|
||||
@@ -3,8 +3,6 @@
|
||||
uniform vec4 Color;
|
||||
uniform vec4 FillColor;
|
||||
uniform float FillPercentage;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 PVM;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
@@ -17,7 +15,7 @@ out VertexData{
|
||||
void main()
|
||||
{
|
||||
|
||||
gl_Position = P * V * M * vec4(Position, 1.0);
|
||||
gl_Position = PVM* vec4(Position, 1.0);
|
||||
|
||||
Output.Position = Position;
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
|
||||
{
|
||||
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
|
||||
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||
}
|
||||
Reference in New Issue
Block a user