Moved ViewSpacePosition calculation from fragmenst shader to vertexshader

This commit is contained in:
Teejoon
2016-03-13 00:08:49 +01:00
parent 5146d21173
commit 958850903a
9 changed files with 24 additions and 33 deletions
@@ -3,6 +3,7 @@
#define MAX_SPLITS 4
uniform mat4 PVM;
uniform mat4 VM;
uniform mat4 TIM;
uniform mat4 M;
uniform mat4 V;
@@ -21,6 +22,7 @@ layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
vec4 ViewSpacePosition;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
@@ -44,6 +46,7 @@ void main()
gl_Position = PVM*boneTransform * vec4(Position, 1.0);
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
Output.ViewSpacePosition = VM * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));