fix shader data type
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This commit is contained in:
austin 2024-12-24 17:03:43 -05:00
parent bc74b91066
commit 3c43bca798
7 changed files with 14 additions and 14 deletions

View File

@ -17,7 +17,7 @@ in vec2 TexCoord;
in vec4 FragPosLightSpace;
uniform vec3 viewPos;
uniform dvec3 viewPos;
uniform Material material;
/**
@ -30,7 +30,7 @@ void main(){
discard;
}
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 viewDir = normalize(vec3(viewPos) - FragPos);
//grab light intensity
vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));

View File

@ -22,7 +22,7 @@ in vec4 FragPosLightSpace;
//view position
uniform vec3 viewPos;
uniform dvec3 viewPos;
//material
uniform Material material;
@ -41,7 +41,7 @@ float weightCalcNew(float finalAlpha, float zLoc, float linearizedLoc);
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 viewDir = normalize(vec3(viewPos) - FragPos);
//grab light intensity
vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));

View File

@ -18,7 +18,7 @@ in vec2 texPlane3;
in vec4 FragPosLightSpace;
uniform vec3 viewPos;
uniform dvec3 viewPos;
uniform Material material;
@ -29,7 +29,7 @@ vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Mater
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 viewDir = normalize(vec3(viewPos) - FragPos);
//grab light intensity
float lightIntensity = calcLightIntensityTotal(norm);

View File

@ -19,7 +19,7 @@ in vec3 normalRot1;
in vec3 normalRot2;
uniform vec3 viewPos;
uniform dvec3 viewPos;
// uniform DirLight dirLight;
// uniform PointLight pointLights[NR_POINT_LIGHTS];
// uniform SpotLight spotLight;
@ -58,7 +58,7 @@ void main(){
float normalMultiplier = -(1.0 + -2.0 * int(gl_FrontFacing));
vec3 norm = normalize(mix(normalRot1,normalRot2,normalMix) * normalMultiplier);
// vec3 norm = normalize(Normal * normalMultiplier);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 viewDir = normalize(vec3(viewPos) - FragPos);
//grab light intensity
vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));

View File

@ -31,7 +31,7 @@ uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 lightSpaceMatrix;
uniform vec3 viewPos;
uniform dvec3 viewPos;
uniform vec3 modelWorldPos;
uniform float time;
@ -151,7 +151,7 @@ void main() {
//shift in viewspace to make it feel slightly fuller
//
//dot view and normal
vec3 viewDir = normalize(viewPos - FinalVertex.xyz);
vec3 viewDir = normalize(vec3(viewPos) - FinalVertex.xyz);
float viewDotNormal = clamp(dot(FinalNormal.xz,viewDir.xz),0,1);
//calculate thinkening factor to shift verts slightly based on view angle
float viewSpaceThickenFactor = easeOut(1.0 - viewDotNormal);

View File

@ -22,7 +22,7 @@ in vec4 FragPosLightSpace;
in vec4 instanceColor;
uniform vec3 viewPos;
uniform dvec3 viewPos;
uniform Material material;
uniform mat4 view;
@ -37,7 +37,7 @@ float easeIn(float interpolator);
float easeOut(float interpolator);
void main(){
vec3 viewDir = normalize(viewPos - FragPos);
vec3 viewDir = normalize(vec3(viewPos) - FragPos);
//grab light intensity
vec3 lightIntensity = vec3(calcLightIntensityTotal(Normal));

View File

@ -27,7 +27,7 @@ in vec3 samplerIndexVec; //the indices in the atlas of textures to sample
in vec3 samplerRatioVec; //the vector of HOW MUCH to pull from each texture in the atlas
uniform vec3 viewPos;
uniform dvec3 viewPos;
// uniform DirLight dirLight;
// uniform PointLight pointLights[NR_POINT_LIGHTS];
// uniform SpotLight spotLight;
@ -45,7 +45,7 @@ vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, vec3
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 viewDir = normalize(vec3(viewPos) - FragPos);
//grab light intensity
vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));