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authorPatrick2021-03-26 20:12:25 +0100
committerPatrick2021-03-26 20:12:25 +0100
commit0a5e8172a6ee0e79c81eec21a9966bea9385b249 (patch)
tree64b7f94af72ed0d57f3ea769bc14fa01702e20e5 /shaders/ts_vert_irradiance.glsl
parentc99ecda7bed596922125f6b1ef1ef2ae8f27703e (diff)
downloadsubsurface_scattering-0a5e8172a6ee0e79c81eec21a9966bea9385b249.tar.gz
subsurface_scattering-0a5e8172a6ee0e79c81eec21a9966bea9385b249.zip
comments TS SSS
Diffstat (limited to 'shaders/ts_vert_irradiance.glsl')
-rw-r--r--shaders/ts_vert_irradiance.glsl4
1 files changed, 3 insertions, 1 deletions
diff --git a/shaders/ts_vert_irradiance.glsl b/shaders/ts_vert_irradiance.glsl
index afe5645..f0d77b9 100644
--- a/shaders/ts_vert_irradiance.glsl
+++ b/shaders/ts_vert_irradiance.glsl
@@ -13,7 +13,9 @@ uniform mat4 projection;
void main()
{
- FragPos = vec3(model * vec4(pos, 1.0));
+ // lay out the model in the XY-plane according to it's UV coordinates
gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0);
+ // pass fragment position in world coordinates
+ FragPos = vec3(model * vec4(pos, 1.0));
Normal = normal;
}