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bsdfs.glsl: Rename transposeMatrix3() to transposeMat3()

Mugen87 7 years ago
parent
commit
e04e2ec89a

+ 1 - 1
src/renderers/shaders/ShaderChunk/bsdfs.glsl

@@ -191,7 +191,7 @@ vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in m
 	T2 = - cross( N, T1 ); // negated from paper; possibly due to a different assumed handedness of world coordinate system
 	T2 = - cross( N, T1 ); // negated from paper; possibly due to a different assumed handedness of world coordinate system
 
 
 	// compute transform
 	// compute transform
-	mat3 mat = mInv * transposeMatrix3( mat3( T1, T2, N ) );
+	mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
 
 
 	// transform rect
 	// transform rect
 	vec3 coords[ 4 ];
 	vec3 coords[ 4 ];

+ 4 - 4
src/renderers/shaders/ShaderChunk/common.glsl

@@ -73,13 +73,13 @@ vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 poi
 
 
 }
 }
 
 
-mat3 transposeMatrix3( const in mat3 v ) {
+mat3 transposeMat3( const in mat3 m ) {
 
 
 	mat3 tmp;
 	mat3 tmp;
 
 
-	tmp[ 0 ] = vec3( v[ 0 ].x, v[ 1 ].x, v[ 2 ].x );
-	tmp[ 1 ] = vec3( v[ 0 ].y, v[ 1 ].y, v[ 2 ].y );
-	tmp[ 2 ] = vec3( v[ 0 ].z, v[ 1 ].z, v[ 2 ].z );
+	tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
+	tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
+	tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );
 
 
 	return tmp;
 	return tmp;