Fixed camera. Can see texture now

This commit is contained in:
Brandon Mak 2022-09-27 19:18:45 +08:00
parent 6f3c1ed97b
commit b7adf8815b
11 changed files with 130 additions and 104 deletions

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@ -81,6 +81,7 @@ namespace Sandbox
SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.fbx"); SHADE::SHAssetManager::LoadDataTemp("../../Assets/racoon.fbx");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds"); SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonBag_Color_Ver4.dds");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds"); SHADE::SHAssetManager::LoadDataTemp("../../Assets/RaccoonPreTexturedVer1_Base9.dds");
SHADE::SHAssetManager::LoadDataTemp("../../Assets/TD_Checker_Base_Color.dds");
//TODO: REMOVE AFTER PRESENTATION //TODO: REMOVE AFTER PRESENTATION
// Set up graphics system and windows // Set up graphics system and windows

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@ -68,11 +68,11 @@ namespace Sandbox
auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance(); auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
// Create Stress Test Objects // Create Stress Test Objects
static const SHVec3 TEST_OBJ_SCALE = { 0.2f, 0.2f, 0.2f }; static const SHVec3 TEST_OBJ_SCALE = { 0.05f, 0.05f, 0.05f };
constexpr int NUM_ROWS = 1; constexpr int NUM_ROWS = 2;
constexpr int NUM_COLS = 1; constexpr int NUM_COLS = 2;
static const SHVec3 TEST_OBJ_SPACING = { 1.0f, 1.0f, 1.0f }; static const SHVec3 TEST_OBJ_SPACING = { 20.0f, 20.0f, 20.0f };
static const SHVec3 TEST_OBJ_START_POS = { - (NUM_COLS / 2 * TEST_OBJ_SPACING.x ), 0.0f, 0.0f }; static const SHVec3 TEST_OBJ_START_POS = { - (NUM_COLS / 2 * TEST_OBJ_SPACING.x ) + 15.0f, 0.0f, -2.0f };
//for (int z = 0; z < NUM_ROWS; ++z) //for (int z = 0; z < NUM_ROWS; ++z)
//for (int x = 0; x < NUM_COLS; ++x) //for (int x = 0; x < NUM_COLS; ++x)
//{ //{
@ -85,26 +85,28 @@ namespace Sandbox
// // Set initial positions // // Set initial positions
// transform.SetWorldPosition(TEST_OBJ_START_POS + SHVec3{ x * TEST_OBJ_SPACING.x, 0.0f, z * TEST_OBJ_SPACING.z }); // transform.SetWorldPosition(TEST_OBJ_START_POS + SHVec3{ x * TEST_OBJ_SPACING.x, 0.0f, z * TEST_OBJ_SPACING.z });
// //transform.SetLocalScale(TEST_OBJ_SCALE); // transform.SetWorldRotation(3.14159265f * 1.5f, -3.14159265f / 2.0f, 0.0f);
// transform.SetLocalScale(TEST_OBJ_SCALE);
// stressTestObjects.emplace_back(entity); // stressTestObjects.emplace_back(entity);
//} //}
auto entity = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>(); auto entity = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(entity); auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(entity);
auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(entity); auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(entity);
renderable.Mesh = handles.front(); renderable.Mesh = handles.front();
renderable.SetMaterial(matInst); renderable.SetMaterial(matInst);
//transform.SetLocalScale(TEST_OBJ_SCALE); transform.SetWorldPosition({0.0f, 0.0f, -1.0f});
transform.SetLocalScale(TEST_OBJ_SCALE);
stressTestObjects.emplace_back(entity); stressTestObjects.emplace_back(entity);
// Create blank entity with a script // Create blank entity with a script
testObj = SHADE::SHEntityManager::CreateEntity(); //testObj = SHADE::SHEntityManager::CreateEntity();
SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>()); //SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
scriptEngine->AddScript(testObj, "TestScript"); //scriptEngine->AddScript(testObj, "TestScript");
} }
void SBTestScene::Update(float dt) void SBTestScene::Update(float dt)
@ -115,16 +117,17 @@ namespace Sandbox
transform.SetLocalRotation(rotation, 0.0f, 0.0f); transform.SetLocalRotation(rotation, 0.0f, 0.0f);
rotation += dt * 10.0f;*/ rotation += dt * 10.0f;*/
/*static float rotation = 0.0f; static float rotation = 0.0f;
auto& transform = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHTransformComponent>(stressTestObjects[0]); auto& transform = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHTransformComponent>(stressTestObjects[0]);
transform.SetWorldPosition({rotation, 0.0f, 0.0f}); transform.SetWorldRotation(0.0f, 0.0f + rotation, 0.0f);
rotation += dt * 10.0f;*/ rotation += dt * 0.2f;
// Destroy entity if space is pressed // Destroy entity if space is pressed
if (GetKeyState(VK_SPACE) & 0x8000) if (GetKeyState(VK_SPACE) & 0x8000)
{ {
rotation = 0.0f;
SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>()); SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
scriptEngine->RemoveAllScripts(testObj); scriptEngine->RemoveAllScripts(testObj);
} }
@ -132,6 +135,7 @@ namespace Sandbox
void SBTestScene::Render() void SBTestScene::Render()
{ {
} }
void SBTestScene::Unload() void SBTestScene::Unload()

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@ -292,7 +292,7 @@ namespace SHADE
imguiCommandBuffer->EndRecording(); imguiCommandBuffer->EndRecording();
gfxSystem->GetQueue()->SubmitCommandBuffer({ imguiCommandBuffer }, {}, {}, vk::PipelineStageFlagBits::eNone, {}); gfxSystem->GetQueue()->SubmitCommandBuffer({ imguiCommandBuffer }, {}, {}, vk::PipelineStageFlagBits::eNone, {});
ImGui_ImplVulkan_DestroyFontUploadObjects(); //ImGui_ImplVulkan_DestroyFontUploadObjects();
renderGraph->GetNode("ImGui Node")->GetSubpass("ImGui Draw")->AddExteriorDrawCalls([](Handle<SHVkCommandBuffer>& cmd) { renderGraph->GetNode("ImGui Node")->GetSubpass("ImGui Draw")->AddExteriorDrawCalls([](Handle<SHVkCommandBuffer>& cmd) {
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), cmd->GetVkCommandBuffer()); ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), cmd->GetVkCommandBuffer());

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@ -23,22 +23,40 @@ namespace SHADE
{ {
SHVec3 view = target - pos; view = SHVec3::Normalise(view); SHVec3 view = target - pos; view = SHVec3::Normalise(view);
SHVec3 right = SHVec3::Cross(view, up); right = SHVec3::Normalise(right); SHVec3 right = SHVec3::Cross(view, up); right = SHVec3::Normalise(right);
const SHVec3 UP = SHVec3::Cross(right, view); const SHVec3 UP = SHVec3::Cross(view, right);
//viewMatrix = SHMatrix::Identity;
//viewMatrix(0, 0) = UP[0];
//viewMatrix(1, 0) = UP[1];
//viewMatrix(2, 0) = UP[2];
//viewMatrix(0, 1) = right[0];
//viewMatrix(1, 1) = right[1];
//viewMatrix(2, 1) = right[2];
//viewMatrix(0, 2) = view[0];
//viewMatrix(1, 2) = view[1];
//viewMatrix(2, 2) = view[2];
//viewMatrix(3, 0) = -UP.Dot(pos);
//viewMatrix(3, 1) = -right.Dot(pos);
//viewMatrix(3, 2) = -view.Dot(pos);
viewMatrix = SHMatrix::Identity; viewMatrix = SHMatrix::Identity;
viewMatrix(0, 0) = UP[0]; viewMatrix(0, 0) = right[0];
viewMatrix(1, 0) = UP[1]; viewMatrix(0, 1) = right[1];
viewMatrix(2, 0) = UP[2]; viewMatrix(0, 2) = right[2];
viewMatrix(0, 1) = right[0];
viewMatrix(1, 1) = right[1]; viewMatrix(1, 0) = UP[0];
viewMatrix(2, 1) = right[2]; viewMatrix(1, 1) = UP[1];
viewMatrix(0, 2) = view[0]; viewMatrix(1, 2) = UP[2];
viewMatrix(1, 2) = view[1];
viewMatrix(2, 2) = view[2]; viewMatrix(2, 0) = view[0];
viewMatrix(3, 0) = -UP.Dot(pos); viewMatrix(2, 1) = view[1];
viewMatrix(3, 1) = -right.Dot(pos); viewMatrix(2, 2) = view[2];
viewMatrix(3, 2) = -view.Dot(pos);
viewMatrix(0, 3) = -right.Dot(pos);
viewMatrix(1, 3) = -UP.Dot(pos);
viewMatrix(2, 3) = -view.Dot(pos);
isDirty = true; isDirty = true;
} }

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@ -119,7 +119,7 @@ namespace SHADE
screenCamera->SetOrthographic(static_cast<float>(windowDims.first), static_cast<float>(windowDims.second), 0.01f, 100.0f); screenCamera->SetOrthographic(static_cast<float>(windowDims.first), static_cast<float>(windowDims.second), 0.01f, 100.0f);
worldCamera = resourceManager.Create<SHCamera>(); worldCamera = resourceManager.Create<SHCamera>();
//worldCamera->SetLookAt(SHVec3(1.0f, 0.0f, -1.0f), SHVec3(0.0f, 0.0f, 2.0f), SHVec3(0.0f, 1.0f, 0.0f)); //worldCamera->SetLookAt(SHVec3(1.0f, 0.0f, -1.0f), SHVec3(0.0f, 0.0f, 2.0f), SHVec3(0.0f, 1.0f, 0.0f));
worldCamera->SetLookAt(SHVec3(0.0f, 5.0f, -1.0f), SHVec3(0.0f, 0.0f, 2.0f), SHVec3(0.0f, 1.0f, 0.0f)); worldCamera->SetLookAt(SHVec3(0.0f, 0.0f, 0.0f), SHVec3(0.0f, 0.0f, -2.0f), SHVec3(0.0f, 1.0f, 0.0f));
worldCamera->SetPerspective(90.0f, static_cast<float>(windowDims.first), static_cast<float>(windowDims.second), 0.0f, 100.0f); worldCamera->SetPerspective(90.0f, static_cast<float>(windowDims.first), static_cast<float>(windowDims.second), 0.0f, 100.0f);
// Create Default Viewport // Create Default Viewport
@ -136,17 +136,19 @@ namespace SHADE
// Initialize world render graph // Initialize world render graph
worldRenderGraph->Init(device, swapchain, globalData); worldRenderGraph->Init(device, swapchain, globalData);
worldRenderGraph->AddResource("Depth Buffer", SH_ATT_DESC_TYPE::DEPTH_STENCIL, windowDims.first, windowDims.second, swapchain->GetDepthFormat());
//worldRenderGraph->AddResource("Position", SH_ATT_DESC_TYPE::COLOR, windowDims.first, windowDims.second, vk::Format::eR16G16B16A16Sfloat); //worldRenderGraph->AddResource("Position", SH_ATT_DESC_TYPE::COLOR, windowDims.first, windowDims.second, vk::Format::eR16G16B16A16Sfloat);
//worldRenderGraph->AddResource("Normals", SH_ATT_DESC_TYPE::COLOR, windowDims.first, windowDims.second, vk::Format::eR16G16B16A16Sfloat); //worldRenderGraph->AddResource("Normals", SH_ATT_DESC_TYPE::COLOR, windowDims.first, windowDims.second, vk::Format::eR16G16B16A16Sfloat);
//worldRenderGraph->AddResource("Composite", SH_ATT_DESC_TYPE::COLOR, windowDims.first, windowDims.second, vk::Format::eR16G16B16A16Sfloat); //worldRenderGraph->AddResource("Composite", SH_ATT_DESC_TYPE::COLOR, windowDims.first, windowDims.second, vk::Format::eR16G16B16A16Sfloat);
worldRenderGraph->AddResource("Scene", SH_ATT_DESC_TYPE::COLOR, windowDims.first, windowDims.second, vk::Format::eB8G8R8A8Unorm); //worldRenderGraph->AddResource("Scene", SH_ATT_DESC_TYPE::COLOR, windowDims.first, windowDims.second, vk::Format::eB8G8R8A8Unorm);
worldRenderGraph->AddResource("Present", SH_ATT_DESC_TYPE::COLOR_PRESENT, windowDims.first, windowDims.second); worldRenderGraph->AddResource("Present", SH_ATT_DESC_TYPE::COLOR_PRESENT, windowDims.first, windowDims.second);
auto node = worldRenderGraph->AddNode("G-Buffer", { /*"Composite", "Position", */"Present" }, {}); // no predecessors auto node = worldRenderGraph->AddNode("G-Buffer", { /*"Composite", "Position", */"Depth Buffer", "Present" }, {}); // no predecessors
//First subpass to write to G-Buffer //First subpass to write to G-Buffer
auto gBufferWriteSubpass = node->AddSubpass("G-Buffer Write"); auto gBufferWriteSubpass = node->AddSubpass("G-Buffer Write");
//gBufferWriteSubpass->AddColorOutput("Scene"); //gBufferWriteSubpass->AddColorOutput("Scene");
gBufferWriteSubpass->AddColorOutput("Present"); gBufferWriteSubpass->AddColorOutput("Present");
gBufferWriteSubpass->AddDepthOutput ("Depth Buffer", SH_ATT_DESC_TYPE::DEPTH_STENCIL);
//writeSubpass->AddColorOutput("Normals"); //writeSubpass->AddColorOutput("Normals");
// //Second subpass to read from G-Buffer // //Second subpass to read from G-Buffer

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@ -226,33 +226,63 @@ namespace SHADE
vk::Format SHTextureLibrary::ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear) vk::Format SHTextureLibrary::ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear)
{ {
switch (format) switch (format)
{ {
case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm: case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm:
case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm_SRGB: return vk::Format::eBc1RgbaUnormBlock;
return isLinear ? vk::Format::eBc1RgbaUnormBlock : vk::Format::eBc1RgbaSrgbBlock; case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm_SRGB:
case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm: return vk::Format::eBc1RgbaSrgbBlock;
case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm_SRGB: case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm:
return isLinear ? vk::Format::eBc2UnormBlock : vk::Format::eBc2SrgbBlock; case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm_SRGB:
case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm: return isLinear ? vk::Format::eBc2UnormBlock : vk::Format::eBc2SrgbBlock;
case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm_SRGB: case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm:
return isLinear ? vk::Format::eBc3UnormBlock : vk::Format::eBc3SrgbBlock; case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm_SRGB:
case tinyddsloader::DDSFile::DXGIFormat::BC5_UNorm: return isLinear ? vk::Format::eBc3UnormBlock : vk::Format::eBc3SrgbBlock;
case tinyddsloader::DDSFile::DXGIFormat::BC5_SNorm: case tinyddsloader::DDSFile::DXGIFormat::BC5_UNorm:
return isLinear ? vk::Format::eBc5UnormBlock : vk::Format::eBc5SnormBlock; case tinyddsloader::DDSFile::DXGIFormat::BC5_SNorm:
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm: return isLinear ? vk::Format::eBc5UnormBlock : vk::Format::eBc5SnormBlock;
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm_SRGB: case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm:
return isLinear ? vk::Format::eR8G8B8A8Unorm : vk::Format::eR8G8B8A8Srgb; case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm_SRGB:
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_SNorm: return isLinear ? vk::Format::eR8G8B8A8Unorm : vk::Format::eR8G8B8A8Srgb;
return vk::Format::eR8G8B8A8Snorm; case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_SNorm:
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm: return vk::Format::eR8G8B8A8Snorm;
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm_SRGB: case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm:
return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8A8Srgb; case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm_SRGB:
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm: return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8A8Srgb;
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm_SRGB: case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm:
return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8Srgb; case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm_SRGB:
default: return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8Srgb;
throw std::runtime_error("Unsupported DDS format."); default:
} throw std::runtime_error("Unsupported DDS format.");
}
//switch (format)
//{
//case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm:
//case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm_SRGB:
// return (isLinear) ? vk::Format::eR8G8B8A8Unorm : vk::Format::eR8G8B8A8Srgb;
//
//case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm:
//case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm_SRGB:
// return (isLinear) ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8A8Srgb;
//
//case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm:
//case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm_SRGB:
// return (isLinear) ? vk::Format::eBc1RgbaUnormBlock : vk::Format::eBc1RgbaSrgbBlock;
//case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm:
//case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm_SRGB:
// return (isLinear) ? vk::Format::eBc2UnormBlock : vk::Format::eBc2SrgbBlock;
//case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm:
//case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm_SRGB:
// return (isLinear) ? vk::Format::eBc3UnormBlock : vk::Format::eBc3SrgbBlock;
//case tinyddsloader::DDSFile::DXGIFormat::BC5_UNorm:
// return (isLinear) ? vk::Format::eBc5UnormBlock : vk::Format::eBc5SnormBlock;
//
//}
} }
} }

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@ -1,13 +1,14 @@
#version 450 #version 450
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
layout(location = 0) in struct layout(location = 0) in struct
{ {
//mat3 BTN; //mat3 BTN;
vec4 vertColor; vec4 vertColor;
//vec3 localSpacePosition; //vec3 localSpacePosition;
//vec2 uv; vec2 uv;
//vec3 localLightPosition; //vec3 localLightPosition;
//vec3 localEyePosition; //vec3 localEyePosition;
@ -31,42 +32,11 @@ layout(location = 0) out vec4 outColor;
//layout(binding = 3) uniform sampler2D glossinessMap; //layout(binding = 3) uniform sampler2D glossinessMap;
//layout(binding = 4) uniform sampler2D samplerRoughnessMap; //layout(binding = 4) uniform sampler2D samplerRoughnessMap;
layout (set = 0, binding = 1) uniform sampler2D textures[];
void main() void main()
{ {
//vec3 normal; vec4 color;
color = (texture (textures[1], In.uv));
//// Get the tangent space normal from normal map. It is a BC5 texture and therefore only use red and green outColor = color;
//normal.xy = (texture (normalMap, In.uv).gr * 2.0f) - 1.0f;
//// z value is derived (TODO: Find out what this does)
//normal.z = sqrt(1.0f - dot(normal.xy, normal.xy));
//// Transform the normal from tangent space to local space
//normal = In.BTN * normal;
//// Get the vector from fragment to light
//vec3 localLightDir = normalize(In.localLightPosition - In.localSpacePosition);
//// get the value of dot between normal from texture and frag to light
//float diffuse = max(0, dot(normal, localLightDir));
//// sample the diffuse texture
//vec4 diffuseColor = texture (diffuseMap, In.uv) * In.vertColor;
//vec3 eyeDirection = normalize(In.localSpacePosition - In.localEyePosition);
//const float shininess = mix(1, 100, 1 - texture (samplerRoughnessMap, In.uv).r);
//float specular = pow(max(0, dot(normal, normalize(localLightDir - eyeDirection))), shininess);
//outColor.rgb = testPushConstant.ambientColor.rgb * diffuseColor.rgb * texture (aoMap, In.uv).rgb;
//outColor.rgb += testPushConstant.lightColor.rgb * (specular.rrr * 0.4 + diffuse.rrr * diffuseColor.rgb);
//const float gamma = testPushConstant.eyePosition.w;
//outColor.rgb = pow(outColor.rgb, vec3(1.0f / gamma));
//outColor.a = diffuseColor.a;
outColor = vec4 (1.0f);
} }

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@ -24,7 +24,7 @@ layout(location = 0) out struct
//mat3 BTN; //mat3 BTN;
vec4 vertColor; vec4 vertColor;
//vec3 localSpacePosition; //vec3 localSpacePosition;
//vec2 uv; vec2 uv;
//vec3 localLightPosition; //vec3 localLightPosition;
//vec3 localEyePosition; //vec3 localEyePosition;
@ -57,6 +57,7 @@ void main()
// render NDC first // render NDC first
//gl_Position = vec4(aVertexPos, 1.0f); //gl_Position = vec4(aVertexPos, 1.0f);
Out.uv = aUV;
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f); gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
Out.vertColor = vec4 (aVertexPos, 1.0f); Out.vertColor = vec4 (aVertexPos, 1.0f);
} }

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