Slight cleanup of the vertex shader

master
itycodes 1 week ago
parent dab43dc1b2
commit 6f34ba5df7

@ -29,22 +29,29 @@ void main() {
// assign the transformee
gl_Position = pos.posnrm[gl_VertexIndex][0];
// this needs a refactor;
// the push constant format doesn't really match
// what it's being used for.
vec3 cam_orig = offst.xyz;
vec2 cam_rot = vec2(data[3].w, offst.w);
mat4 view_orig = mat4(
1.0, 0.0, 0.0, offst.x,
0.0, 1.0, 0.0, offst.y,
0.0, 0.0, 1.0, offst.z,
1.0, 0.0, 0.0, cam_orig.x,
0.0, 1.0, 0.0, cam_orig.y,
0.0, 0.0, 1.0, cam_orig.z,
0.0, 0.0, 0.0, 1.0
);
mat4 view_rot_xz = mat4(
cos(offst.w), 0.0, sin(offst.w), 0.0,
cos(cam_rot.y), 0.0, sin(cam_rot.y), 0.0,
0.0, 1.0, 0.0, 0.0,
-sin(offst.w), 0.0, cos(offst.w), 0.0,
-sin(cam_rot.y), 0.0, cos(cam_rot.y), 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 view_rot_yz = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, cos(data[3].w), sin(data[3].w), 0.0,
0.0, -sin(data[3].w), cos(data[3].w), 0.0,
0.0, cos(cam_rot.x), sin(cam_rot.x), 0.0,
0.0, -sin(cam_rot.x), cos(cam_rot.x), 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 project_aspect = mat4(

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