Inverting matrices operations order.

This commit is contained in:
Rinnegatamante
2020-10-19 21:05:19 +02:00
parent df2f74d5b8
commit 23698c4ee3
8 changed files with 32 additions and 32 deletions
+3 -3
View File
@@ -18,9 +18,9 @@ void main(
float out v_fog : FOG,
float4 out gl_Position : POSITION
) {
float4 Vertex = mul(u_world, float4(in_pos, 1.0));
gl_Position = mul(u_proj * u_view, Vertex);
float3 Normal = mul(float3x3(u_world), in_normal);
float4 Vertex = mul(float4(in_pos, 1.0), u_world);
gl_Position = mul(Vertex, u_view * u_proj);
float3 Normal = mul(in_normal, float3x3(u_world));
v_tex0 = in_tex0;
+3 -3
View File
@@ -19,9 +19,9 @@ const char *default_vert_src =
" float out v_fog : FOG,\n"
" float4 out gl_Position : POSITION\n"
") {\n"
" float4 Vertex = mul(u_world, float4(in_pos, 1.0));\n"
" gl_Position = mul(u_proj * u_view, Vertex);\n"
" float3 Normal = mul(float3x3(u_world), in_normal);\n"
" float4 Vertex = mul(float4(in_pos, 1.0), u_world);\n"
" gl_Position = mul(Vertex, u_view * u_proj);\n"
" float3 Normal = mul(in_normal, float3x3(u_world));\n"
" v_tex0 = in_tex0;\n"
+3 -3
View File
@@ -11,9 +11,9 @@ void main(
float out v_fog : FOG,
float4 out gl_Position : POSITION
) {
float4 Vertex = mul(u_world, float4(in_pos, 1.0));
float4 CamVertex = mul(u_view, Vertex);
gl_Position = mul(u_proj, CamVertex);
float4 Vertex = mul(float4(in_pos, 1.0), u_world);
float4 CamVertex = mul(Vertex, u_view);
gl_Position = mul(CamVertex, u_proj);
v_color = in_color;
v_tex0 = in_tex0;
v_fog = DoFog(gl_Position.w, u_fogData);
+3 -3
View File
@@ -12,9 +12,9 @@ const char *im3d_vert_src =
" float out v_fog : FOG,\n"
" float4 out gl_Position : POSITION\n"
") {\n"
" float4 Vertex = mul(u_world, float4(in_pos, 1.0));\n"
" float4 CamVertex = mul(u_view, Vertex);\n"
" gl_Position = mul(u_proj, CamVertex);\n"
" float4 Vertex = mul(float4(in_pos, 1.0), u_world);\n"
" float4 CamVertex = mul(Vertex, u_view);\n"
" gl_Position = mul(CamVertex, u_proj);\n"
" v_color = in_color;\n"
" v_tex0 = in_tex0;\n"
" v_fog = DoFog(gl_Position.w, u_fogData);\n"
+4 -4
View File
@@ -20,12 +20,12 @@ void main(
float out v_fog : FOG,
float4 out gl_Position : POSITION
) {
float4 Vertex = mul(u_world, float4(in_pos, 1.0));
gl_Position = mul(u_proj * u_view, Vertex);
float3 Normal = mul(float3x3(u_world), in_normal);
float4 Vertex = mul(float4(in_pos, 1.0), u_world);
gl_Position = mul(Vertex, u_view * u_proj);
float3 Normal = mul(in_normal, float3x3(u_world));
v_tex0 = in_tex0;
v_tex1 = (mul(u_texMatrix, float4(Normal, 1.0))).xy;
v_tex1 = (mul(float4(Normal, 1.0), u_texMatrix)).xy;
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
+4 -4
View File
@@ -21,12 +21,12 @@ const char *matfx_env_vert_src =
" float out v_fog : FOG,\n"
" float4 out gl_Position : POSITION\n"
") {\n"
" float4 Vertex = mul(u_world, float4(in_pos, 1.0));\n"
" gl_Position = mul(u_proj * u_view, Vertex);\n"
" float3 Normal = mul(float3x3(u_world), in_normal);\n"
" float4 Vertex = mul(float4(in_pos, 1.0), u_world);\n"
" gl_Position = mul(Vertex, u_view * u_proj);\n"
" float3 Normal = mul(in_normal, float3x3(u_world));\n"
" v_tex0 = in_tex0;\n"
" v_tex1 = (mul(u_texMatrix, float4(Normal, 1.0))).xy;\n"
" v_tex1 = (mul(float4(Normal, 1.0), u_texMatrix)).xy;\n"
" v_color = in_color;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+6 -6
View File
@@ -25,13 +25,13 @@ void main(
float3 SkinVertex = float3(0.0, 0.0, 0.0);
float3 SkinNormal = float3(0.0, 0.0, 0.0);
for(int i = 0; i < 4; i++){
SkinVertex += (mul(u_boneMatrices[int(in_indices[i])], float4(in_pos, 1.0))).xyz * in_weights[i];
SkinNormal += (mul(float3x3(u_boneMatrices[int(in_indices[i])]), in_normal)) * in_weights[i];
SkinVertex += (mul(float4(in_pos, 1.0), u_boneMatrices[int(in_indices[i])])).xyz * in_weights[i];
SkinNormal += mul(in_normal, float3x3(u_boneMatrices[int(in_indices[i])])) * in_weights[i];
}
float4 Vertex = mul(u_world, float4(SkinVertex, 1.0));
gl_Position = mul(u_proj * u_view, Vertex);
float3 Normal = mul(float3x3(u_world), SkinNormal);
float4 Vertex = mul(float4(SkinVertex, 1.0), u_world);
gl_Position = mul(Vertex, u_view * u_proj);
float3 Normal = mul(SkinNormal, float3x3(u_world));
v_tex0 = in_tex0;
+6 -6
View File
@@ -26,13 +26,13 @@ const char *skin_vert_src =
" float3 SkinVertex = float3(0.0, 0.0, 0.0);\n"
" float3 SkinNormal = float3(0.0, 0.0, 0.0);\n"
" for(int i = 0; i < 4; i++){\n"
" SkinVertex += (mul(u_boneMatrices[int(in_indices[i])], float4(in_pos, 1.0))).xyz * in_weights[i];\n"
" SkinNormal += (mul(float3x3(u_boneMatrices[int(in_indices[i])]), in_normal)) * in_weights[i];\n"
" SkinVertex += (mul(float4(in_pos, 1.0), u_boneMatrices[int(in_indices[i])])).xyz * in_weights[i];\n"
" SkinNormal += mul(in_normal, float3x3(u_boneMatrices[int(in_indices[i])])) * in_weights[i];\n"
" }\n"
" float4 Vertex = mul(u_world, float4(SkinVertex, 1.0));\n"
" gl_Position = mul(u_proj * u_view, Vertex);\n"
" float3 Normal = mul(float3x3(u_world), SkinNormal);\n"
" \n"
" float4 Vertex = mul(float4(SkinVertex, 1.0), u_world);\n"
" gl_Position = mul(Vertex, u_view * u_proj);\n"
" float3 Normal = mul(SkinNormal, float3x3(u_world));\n"
" v_tex0 = in_tex0;\n"