Fix thumbnail shader

This commit is contained in:
Noisyfox 2023-10-27 12:00:41 +08:00
parent eb2b6af0d7
commit 0d27e084f3
2 changed files with 8 additions and 10 deletions

View file

@ -14,15 +14,14 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define INTENSITY_AMBIENT 0.3
attribute vec3 v_position;
attribute vec3 v_normal;
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat4 volume_world_matrix;
attribute vec3 v_position;
attribute vec3 v_normal;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec4 world_pos;
@ -45,7 +44,7 @@ void main()
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Point in homogenous coordinates.
world_pos = volume_world_matrix * gl_Vertex;
world_pos = volume_world_matrix * vec4(v_position, 1.0);
gl_Position = projection_matrix * position;
}

View file

@ -14,15 +14,14 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define INTENSITY_AMBIENT 0.3
in vec3 v_position;
in vec3 v_normal;
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat4 volume_world_matrix;
in vec3 v_position;
in vec3 v_normal;
// x = tainted, y = specular;
out vec2 intensity;
out vec4 world_pos;
@ -45,7 +44,7 @@ void main()
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Point in homogenous coordinates.
world_pos = volume_world_matrix * gl_Vertex;
world_pos = volume_world_matrix * vec4(v_position, 1.0);
gl_Position = projection_matrix * position;
}