|
@@ -4,14 +4,6 @@
|
|
|
|
|
|
#import "Common/ShaderLib/Skinning.glsllib"
|
|
|
|
|
|
-/*
|
|
|
- uniform mat4 g_WorldViewProjectionMatrix;
|
|
|
- uniform mat4 g_WorldViewMatrix;
|
|
|
- uniform mat3 g_NormalMatrix;
|
|
|
- uniform mat4 g_ViewMatrix;
|
|
|
-*/
|
|
|
-
|
|
|
-
|
|
|
uniform vec4 m_Ambient;
|
|
|
uniform vec4 m_Diffuse;
|
|
|
uniform vec4 m_Specular;
|
|
@@ -58,12 +50,10 @@ varying vec3 lightVec;
|
|
|
|
|
|
#ifdef USE_REFLECTION
|
|
|
uniform vec3 g_CameraPosition;
|
|
|
- uniform mat4 g_WorldMatrix;
|
|
|
|
|
|
uniform vec3 m_FresnelParams;
|
|
|
varying vec4 refVec;
|
|
|
|
|
|
-
|
|
|
/**
|
|
|
* Input:
|
|
|
* attribute inPosition
|
|
@@ -75,10 +65,12 @@ varying vec3 lightVec;
|
|
|
* varying refVec
|
|
|
*/
|
|
|
void computeRef(in vec4 modelSpacePos){
|
|
|
- vec3 worldPos = (g_WorldMatrix * modelSpacePos).xyz;
|
|
|
+ // vec3 worldPos = (g_WorldMatrix * modelSpacePos).xyz;
|
|
|
+ vec3 worldPos = TransformWorld(modelSpacePos).xyz;
|
|
|
|
|
|
vec3 I = normalize( g_CameraPosition - worldPos ).xyz;
|
|
|
- vec3 N = normalize( (g_WorldMatrix * vec4(inNormal, 0.0)).xyz );
|
|
|
+ // vec3 N = normalize( (g_WorldMatrix * vec4(inNormal, 0.0)).xyz );
|
|
|
+ vec3 N = normalize( TransformWorld(vec4(inNormal, 0.0)).xyz );
|
|
|
|
|
|
refVec.xyz = reflect(I, N);
|
|
|
refVec.w = m_FresnelParams.x + m_FresnelParams.y * pow(1.0 + dot(I, N), m_FresnelParams.z);
|