+ AxisHelper

~ Transformation can now set to be ignored. (Sending a Identity, when requested)
~ Changed how Meshes store Attributes
This commit is contained in:
Michel Fedde 2020-12-13 13:03:57 +01:00
parent 0895c600cf
commit 2e7051d800
14 changed files with 146 additions and 30 deletions

View file

@ -1,11 +1,6 @@
#version 330
#define maxInstances //!instanceMax
struct Instance {
mat4 ModelMatrix;
vec2 TextureOffset;
vec2 TextureScale;
};
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTex;
@ -13,14 +8,13 @@ layout(location = 3) in vec4 aColor;
uniform mat4 MVP;
uniform bool HasVColor;
uniform Instance[maxInstances] Instances;
out vec2 vTexture;
out vec4 vColor;
out vec3 FragPos;
void ApplyTexModifier() {
vTexture = aTex * Instances[gl_InstanceID].TextureScale + Instances[gl_InstanceID].TextureOffset;
vTexture = aTex;
}
void CheckVertexColor() {
@ -29,7 +23,7 @@ void CheckVertexColor() {
}
void ApplyModelTransformation() {
gl_Position = MVP * Instances[gl_InstanceID].ModelMatrix * vec4(aPos, 1);
gl_Position = MVP * vec4(aPos, 1);
FragPos = vec3(Instances[gl_InstanceID].ModelMatrix * vec4(aPos, 1));
FragPos = vec3(vec4(aPos, 1));
}