Draw walls using vertex pulling
This commit is contained in:
@@ -0,0 +1,19 @@
|
||||
#version 450 core
|
||||
layout (location=0) out vec4 fCol;
|
||||
layout (location=1) out vec4 fPos;
|
||||
layout (location=2) out vec4 fNorm;
|
||||
in vec3 vTexCoords;
|
||||
in vec4 vPos;
|
||||
in float vAng;
|
||||
layout (binding=40) uniform sampler2DArray diffuseSampler;
|
||||
layout (binding=41) uniform sampler2DArray normalSampler;
|
||||
vec2 rotateV2 (float a, vec2 v)
|
||||
{ return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a)); }
|
||||
void main()
|
||||
{
|
||||
fCol = texture(diffuseSampler,vTexCoords);
|
||||
fPos = vPos;
|
||||
vec4 basenorm = texture(normalSampler,vTexCoords) - 0.5;
|
||||
vec2 n1 = rotateV2(vAng,vec2(basenorm.x,basenorm.z));
|
||||
fNorm = vec4(-vec3(n1,basenorm.y),0);
|
||||
}
|
||||
Reference in New Issue
Block a user