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@@ -16,7 +16,7 @@ in vec4 vertexTangent;
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// Input uniform values
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uniform mat4 mvp;
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-uniform mat4 mMatrix;
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+uniform mat4 matModel;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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@@ -31,10 +31,10 @@ void main()
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vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
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// Calculate fragment normal based on normal transformations
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- mat3 normalMatrix = transpose(inverse(mat3(mMatrix)));
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+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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// Calculate fragment position based on model transformations
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- fragPosition = vec3(mMatrix*vec4(vertexPosition, 1.0f));
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+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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