feat: rename shader

This commit is contained in:
2025-10-16 14:07:01 +02:00
parent 4deb22f37d
commit 87168d42c3

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@ -4,6 +4,7 @@
layout (location = 0) in vec3 position; // Vertex position in local space (model space) layout (location = 0) in vec3 position; // Vertex position in local space (model space)
layout (location = 1) in vec3 normal; // vertex normal layout (location = 1) in vec3 normal; // vertex normal
layout (location = 2) in vec2 texCoord; // Vertex texture uv layout (location = 2) in vec2 texCoord; // Vertex texture uv
layout (location = 3) in mat4 instanceModel; // Vertex texture uv
// Output to fragment shader // Output to fragment shader
out vec3 vertexPos; out vec3 vertexPos;
@ -15,12 +16,15 @@ out vec4 fragPosLightSpace;
uniform mat4 u_model; // Model matrix: transforms from local space to world space uniform mat4 u_model; // Model matrix: transforms from local space to world space
uniform mat4 u_view; // View matrix: transforms from world space to camera space (view space) uniform mat4 u_view; // View matrix: transforms from world space to camera space (view space)
uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space
uniform bool u_isInstanced;
void main() void main()
{ {
vertexPos = vec3(u_model * vec4(position, 1.0)); mat4 model = u_isInstanced ? instanceModel : u_model;
mat3 normalMatrix = mat3(transpose(inverse(u_model))); vertexPos = vec3(model * vec4(position, 1.0));
mat3 normalMatrix = mat3(transpose(inverse(model)));
vertexNormal = normalMatrix * normal; vertexNormal = normalMatrix * normal;
// vertexNormal = normal; // vertexNormal = normal;