Kaynağa Gözat

adapted normal matrix uniform to work with ubo/non-ubo, std mat/pbr mat

Max Limper 7 yıl önce
ebeveyn
işleme
a3cc89c5ba

+ 1 - 1
src/Materials/babylon.standardMaterial.ts

@@ -857,7 +857,7 @@ module BABYLON {
                     "vFogInfos", "vFogColor", "pointSize",
                     "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
                     "mBones",
-                    "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
+                    "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
                     "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
                     "vReflectionPosition", "vReflectionSize",
                     "logarithmicDepthConstant", "vTangentSpaceParams"

+ 4 - 0
src/Shaders/ShadersInclude/bumpFragmentFunctions.fx

@@ -11,6 +11,10 @@
 	varying mat3 vTBN;
 #endif
 
+#ifdef OBJECTSPACE_NORMALMAP
+uniform mat4 normalMatrix;
+#endif
+
 	// Thanks to http://www.thetenthplanet.de/archives/1180
 	mat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)
 	{

+ 0 - 4
src/Shaders/ShadersInclude/defaultFragmentDeclaration.fx

@@ -34,10 +34,6 @@ uniform vec2 vTangentSpaceParams;
 uniform mat4 view;
 #endif
 
-#ifdef OBJECTSPACE_NORMALMAP
-uniform mat4 normalMatrix;
-#endif
-
 #ifdef REFRACTION
 uniform vec4 vRefractionInfos;
 

+ 0 - 4
src/Shaders/ShadersInclude/pbrFragmentDeclaration.fx

@@ -46,10 +46,6 @@ uniform vec2 vMicroSurfaceSamplerInfos;
 uniform mat4 view;
 #endif
 
-#ifdef OBJECTSPACE_NORMALMAP
-uniform mat4 normalMatrix;
-#endif
-
 // Refraction
 #ifdef REFRACTION
     uniform vec4 vRefractionInfos;