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#23 fix shader compilation

This commit is contained in:
XProger
2017-07-29 03:49:23 +03:00
parent 5739de6044
commit 33fb9328d6

View File

@@ -75,8 +75,8 @@ uniform vec4 uBasis[32 * 2];
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + v * q.w); return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + v * q.w);
} }
vec3 mulBasis(vec4 rot, vec4 pos, vec3 v) { vec3 mulBasis(vec4 rot, vec3 pos, vec3 v) {
return mulQuat(rot, v) + pos.xyz; return mulQuat(rot, v) + pos;
} }
vec4 _transform() { vec4 _transform() {
@@ -92,9 +92,9 @@ uniform vec4 uBasis[32 * 2];
vec4 coord; vec4 coord;
coord.w = rBasisPos.w; // visible flag coord.w = rBasisPos.w; // visible flag
#ifdef TYPE_SPRITE #ifdef TYPE_SPRITE
coord.xyz = mulBasis(rBasisRot, rBasisPos + aCoord.xyz, vec3(aTexCoord.z, -aTexCoord.w, 0.0) * 32767.0); coord.xyz = mulBasis(rBasisRot, rBasisPos.xyz + aCoord.xyz, vec3(aTexCoord.z, -aTexCoord.w, 0.0) * 32767.0);
#else #else
coord.xyz = mulBasis(rBasisRot, rBasisPos, aCoord.xyz); coord.xyz = mulBasis(rBasisRot, rBasisPos.xyz, aCoord.xyz);
#endif #endif
#ifndef PASS_SHADOW #ifndef PASS_SHADOW