From 05dc0b021f34253154ef7aadb5ef3cebb256bfd6 Mon Sep 17 00:00:00 2001 From: Josh Holtrop Date: Sat, 15 Sep 2012 08:43:59 -0400 Subject: [PATCH] import obj shader changes into obj_tex --- assets/fs/shaders/obj_tex.f.glsl | 2 +- assets/fs/shaders/obj_tex.v.glsl | 8 ++++++-- 2 files changed, 7 insertions(+), 3 deletions(-) diff --git a/assets/fs/shaders/obj_tex.f.glsl b/assets/fs/shaders/obj_tex.f.glsl index d561d66..461aa9d 100644 --- a/assets/fs/shaders/obj_tex.f.glsl +++ b/assets/fs/shaders/obj_tex.f.glsl @@ -17,7 +17,7 @@ void main(void) color = vec4(0.2, 0.2, 0.2, 1.0) * ambient; /* ambient light */ n = normalize(normal_i); - NdotL = max(dot(n, -lightDir), 0.0); + NdotL = dot(n, -lightDir); if (NdotL > 0.0) { diff --git a/assets/fs/shaders/obj_tex.v.glsl b/assets/fs/shaders/obj_tex.v.glsl index 9be4096..18b7ec4 100644 --- a/assets/fs/shaders/obj_tex.v.glsl +++ b/assets/fs/shaders/obj_tex.v.glsl @@ -1,4 +1,8 @@ +uniform float scale; +uniform mat4 projection; +uniform mat4 modelview; + attribute vec3 pos; attribute vec3 normal; attribute vec2 tex_coord; @@ -9,8 +13,8 @@ varying vec2 tex_coord_i; void main(void) { - gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1); + gl_Position = projection * modelview * vec4(scale * pos, 1); pos_i = gl_Position.xyz; tex_coord_i = tex_coord; - normal_i = gl_NormalMatrix * normal; + normal_i = modelview * vec4(normal, 0); }