Use correct normal matrix

This commit is contained in:
Dane Johnson 2021-01-23 23:31:46 -06:00
parent 0bc3a89e66
commit d012554db9
2 changed files with 17 additions and 2 deletions

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@ -58,3 +58,19 @@ I'm a bit happier with the system now, I think it's time I started the lighting.
We're going to use a pretty basic Phong lighting system, with
Flat and Garourd shaders available (This was all that was available on the PSX!)
## Bump in the road (1/23/21)
Not sure where to go next. I changed to using OBJ files for meshes, which I might need
to revert (shitty animation support). There are a number of systems I want to add next
- GUI (dearimgui or Nuklear) (Maybe expose a raw opengl context for these?)
- Physics engine (Bullet)
- Animation system
- General code cleanup
- Scene editor
- Rest of lighting engine (point lights, spotlights)
- Audio engine
## Physics
Yeah sure let's do physics
- [ ] Static, Kinematic and Rigidbodies
- [ ] Collision areas
- [ ] Ray tracing

View File

@ -46,8 +46,7 @@ void main() {
UV = uv;
vec3 my_normal = (VIEW * MODEL * vec4(normal, 0.0)).xyz;
my_normal *= NORMAL;
vec3 my_normal = (VIEW * mat4(NORMAL) * vec4(normal, 0.0)).xyz;
// Flat shading, we compute light per vertex
AMBIENT = directionalLight.ambient * directionalLight.color * material.ambient;