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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-02-04 21:57:24 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-02-04 21:57:24 -0500
commit1e8de01d3704c584e43e1b84947487c2aaddb7d7 (patch)
tree44daec2c6cadacd2a2f66bcbf05e2dabbab83a54 /shaders/final.vertex
parent51971f4d3b08e9e0835e3e11d50e8c27672a25aa (diff)
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Made some fixes to rendering I guess
This is pretty old so I'm not exactly sure what it does but without it,
the monitor gets rendered upside down.
Diffstat (limited to 'shaders/final.vertex')
-rw-r--r--shaders/final.vertex2
1 files changed, 1 insertions, 1 deletions
diff --git a/shaders/final.vertex b/shaders/final.vertex index ed6079f..adf266d 100644 --- a/shaders/final.vertex +++ b/shaders/final.vertex
@@ -23,6 +23,6 @@ void main()
23 mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz)); 23 mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz));
24 vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz; 24 vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz;
25 25
26 camDirIn = invWorldRot * (vec3(2,0,0) - worldPos); 26 camDirIn = invWorldRot * (vec3(3.75,0,0) - worldPos);
27 lightDirIn = invWorldRot * (Tuning_LightPos - worldPos); 27 lightDirIn = invWorldRot * (Tuning_LightPos - worldPos);
28} 28}