Tech ENABLE_LEGACY_OPENGL_REMOVAL - Fixed calculation of normal matrices sent to shaders

(cherry picked from commit prusa3d/PrusaSlicer@c468dcbed7)
This commit is contained in:
enricoturri1966 2023-10-28 00:01:28 +08:00 committed by Noisyfox
parent 4fb5b1f904
commit 19ad0ca4d9
29 changed files with 175 additions and 152 deletions

View file

@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
in vec3 v_position;
@ -29,7 +29,7 @@ out vec4 world_pos;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(normal_matrix * v_normal);
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.