mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Final PBR adjustments on code/content-rework.
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@@ -14,7 +14,7 @@ uniform mat4 model;
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void main()
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{
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TexCoords = aTexCoords;
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WorldPos = vec3(model * vec4(aPos, 1.0f));
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WorldPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(model) * aNormal;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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@@ -14,7 +14,7 @@ uniform mat4 model;
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void main()
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{
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TexCoords = aTexCoords;
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WorldPos = vec3(model * vec4(aPos, 1.0f));
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WorldPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(model) * aNormal;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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@@ -8,7 +8,6 @@ uniform mat4 view;
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void main()
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{
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WorldPos = aPos;
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WorldPos = aPos;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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}
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@@ -14,7 +14,7 @@ uniform mat4 model;
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void main()
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{
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TexCoords = aTexCoords;
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WorldPos = vec3(model * vec4(aPos, 1.0f));
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WorldPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(model) * aNormal;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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@@ -9,6 +9,5 @@ uniform mat4 view;
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void main()
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{
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WorldPos = aPos;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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}
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@@ -14,7 +14,7 @@ uniform mat4 model;
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void main()
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{
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TexCoords = aTexCoords;
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WorldPos = vec3(model * vec4(aPos, 1.0f));
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WorldPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(model) * aNormal;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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@@ -9,6 +9,5 @@ uniform mat4 view;
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void main()
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{
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WorldPos = aPos;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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}
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@@ -14,7 +14,7 @@ uniform mat4 model;
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void main()
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{
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TexCoords = aTexCoords;
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WorldPos = vec3(model * vec4(aPos, 1.0f));
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WorldPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(model) * aNormal;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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@@ -9,6 +9,5 @@ uniform mat4 view;
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void main()
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{
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WorldPos = aPos;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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}
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@@ -14,7 +14,7 @@ uniform mat4 model;
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void main()
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{
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TexCoords = aTexCoords;
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WorldPos = vec3(model * vec4(aPos, 1.0f));
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WorldPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(model) * aNormal;
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gl_Position = projection * view * vec4(WorldPos, 1.0);
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