Use correct normal matrix
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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 | ||||
|   | ||||
| @@ -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; | ||||
|   | ||||
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	 Dane Johnson
					Dane Johnson