Bump engine submodule and switch to mat3 orientations.
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@ -35,7 +35,6 @@ const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
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const vec2 c_terrain_shift = vec2(0.5, 0.5);
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const float c_weight_scale = 1.0 / 64.f;
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const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
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const vec3 c_world_up = vec3(0.0, 0.0, 1.0);
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out vec4 v_position; // view space
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out vec4 v_normal; // view space
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@ -48,7 +47,7 @@ void main(void) {
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world_position.z += texture(u_height_sampler, terrain_coords).r;
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vec4 view_position = u_view * world_position;
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vec3 terrain_normal = normalize(c_normal_shift + texture(u_normal_sampler, terrain_coords).rgb * c_normal_scale);
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vec3 world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * normalize(a_normal);
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vec3 world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * a_normal;
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v_position = view_position;
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v_normal = u_view * vec4(world_normal, 0.0);
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v_terrain_normal = vec4((u_view * vec4(terrain_normal, 0.0)).xyz, 1.0);
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@ -21,7 +21,7 @@ layout(location = 1) in vec3 a_normal; // model space
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layout(location = 2) in vec3 a_texcoord; // texture space
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layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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layout(location = 4) in vec3 i_orientation; // per mesh, model space -> world space
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layout(location = 4) in mat3 i_orientation; // per mesh, model space -> world space
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uniform mat4 u_view; // world space -> view space
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uniform mat4 u_projection; // view space -> screen space
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@ -36,7 +36,6 @@ const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
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const vec2 c_terrain_shift = vec2(0.5, 0.5);
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const float c_weight_scale = 1.0 / 64.f;
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const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
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const vec3 c_world_up = vec3(0.0, 0.0, 1.0);
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out vec4 v_position; // view space
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out vec4 v_normal; // view space
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@ -44,11 +43,9 @@ out vec4 v_terrain_normal; // view space (x, y, z, weigth)
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out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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void main(void) {
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vec3 orientation = normalize(i_orientation);
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mat3 rotation = mat3(cross(orientation, c_world_up), orientation, c_world_up);
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vec4 world_position = vec4(i_translation + rotation * a_position, 1.0);
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vec4 world_position = vec4(i_translation + i_orientation * a_position, 1.0);
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float weight = max(0.0, 1.0 - world_position.z * c_weight_scale);
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vec3 world_normal = rotation * normalize(a_normal);
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vec3 world_normal = i_orientation * a_normal;
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vec2 terrain_coords = c_terrain_shift + world_position.xy * c_terrain_scale;
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world_position.z += texture(u_height_sampler, terrain_coords).r;
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vec4 view_position = u_view * world_position;
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