better lighting

This commit is contained in:
2020-06-28 22:11:43 +02:00
parent f868a8e45a
commit 002db530be
5 changed files with 57 additions and 35 deletions

View File

@@ -10,6 +10,7 @@ layout(binding = 0) uniform ObjectUniformData {
mat4 projection;
float time;
vec3 light_position;
vec3 camera_position;
} ubo;
layout(location = 0) in vec3 position;
@@ -17,9 +18,8 @@ layout(location = 1) in vec2 uv;
layout(location = 2) in vec3 normal;
layout(location = 0) out vec2 tex_coords;
layout(location = 1) out vec3 normal_cam;
layout(location = 2) out vec3 position_cam;
layout(location = 3) out vec3 light_direction_cam;
layout(location = 1) out vec3 normal_wld;
layout(location = 2) out vec3 position_wld;
out gl_PerVertex {
vec4 gl_Position;
@@ -29,10 +29,6 @@ void main() {
gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
tex_coords = uv;
position_cam = vec3(ubo.view * push.model * vec4(position, 1.0));
// TODO: use inverse transpose so this doesn't break when scaling
normal_cam = vec3(ubo.view * push.model * vec4(normal, 1.0));
vec3 light_position_cam = vec3(ubo.view * vec4(ubo.light_position, 1.0));
light_direction_cam = light_position_cam - position_cam;
position_wld = vec3(push.model * vec4(position, 1.0));
normal_wld = vec3(mat3(transpose(inverse(push.model))) * normal);
}