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- interpolate the normal for models
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parent
426ee2b78e
commit
216191c86d
2 changed files with 4 additions and 2 deletions
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@ -144,7 +144,8 @@ FModelVertexBuffer::FModelVertexBuffer(bool needindex, bool singleframe)
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FModelVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FModelVertex, u) },
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{ 0, VATTR_NORMAL, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) },
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{ 1, VATTR_VERTEX2, VFmt_Float3, (int)myoffsetof(FModelVertex, x) }
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{ 1, VATTR_VERTEX2, VFmt_Float3, (int)myoffsetof(FModelVertex, x) },
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{ 1, VATTR_NORMAL2, VFmt_Packed_A2R10G10B10, (int)myoffsetof(FModelVertex, packedNormal) }
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};
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mVertexBuffer->SetFormat(2, 4, sizeof(FModelVertex), format);
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}
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@ -5,6 +5,7 @@ layout(location = 2) in vec4 aColor;
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#ifndef SIMPLE // we do not need these for simple shaders
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layout(location = 3) in vec4 aVertex2;
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layout(location = 4) in vec4 aNormal;
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layout(location = 5) in vec4 aNormal2;
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out vec4 pixelpos;
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out vec3 glowdist;
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out vec3 gradientdist;
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@ -62,7 +63,7 @@ void main()
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gl_ClipDistance[4] = worldcoord.y - ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
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}
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vWorldNormal = NormalModelMatrix * vec4(normalize(aNormal.xyz), 1.0);
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vWorldNormal = NormalModelMatrix * vec4(normalize(mix(aNormal.xyz. aNormal2.xyz, uInterpolationFactor)), 1.0);
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vEyeNormal = NormalViewMatrix * vWorldNormal;
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#endif
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