Run shadow render pass and compute light position in vertex shaders
This commit is contained in:
1 parent
73340b3a39
commit
633a922e42
6 files changed
+121
-23
No files matched your search
+9
-5
@@ -6,10 +6,12 @@ layout(location = 2) in uvec4 bone_indices;
|
||||
layout(location = 3) in vec4 weights;
|
||||
|
||||
layout(location = 0) out vec3 frag_normal;
|
||||
layout(location = 1) out vec4 light_pos;
|
||||
|
||||
layout(push_constant) uniform vp_t {
|
||||
mat4 transform;
|
||||
} vp;
|
||||
layout(push_constant) uniform push_t {
|
||||
mat4 vp;
|
||||
mat4 light_vp;
|
||||
} push;
|
||||
|
||||
layout(binding = 0) uniform transform_t {
|
||||
mat4 model;
|
||||
@@ -25,8 +27,10 @@ void main() {
|
||||
+ weights.y * bones.matrices[bone_indices.y]
|
||||
+ weights.z * bones.matrices[bone_indices.z]
|
||||
+ weights.w * bones.matrices[bone_indices.w];
|
||||
gl_Position = vp.transform * transform.model * skinning_matrix
|
||||
* vec4(position, 1.0);
|
||||
const vec4 world_pos
|
||||
= transform.model * skinning_matrix * vec4(position, 1.0);
|
||||
gl_Position = push.vp * world_pos;
|
||||
frag_normal = transpose(
|
||||
inverse(mat3(transform.model * skinning_matrix))) * normal;
|
||||
light_pos = push.light_vp * world_pos;
|
||||
}
|
||||
Reference in new issue
Block a user