/*Include*/ VERTEX_STANDARD_ATTRIBUTES
"uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat4x3 uMdl;"
"uniform float uTime;"
"uniform float uSwayAmt;"
""
"void main()"
"{"
"vec3 swaypos = compute_sway( a_co );"
- "gl_Position = uPv * uMdl * vec4( swaypos, 1.0 );"
+ "gl_Position = uPv * vec4(uMdl * vec4(swaypos,1.0), 1.0 );"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = normalize(mat3(uMdl) * a_norm);"
/*Include*/ VERTEX_STANDARD_ATTRIBUTES
"uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat4x3 uMdl;"
""
"out vec4 aColour;"
"out vec2 aUv;"
""
"void main()"
"{"
- "gl_Position = uPv * uMdl * vec4( a_co, 1.0 );"
+ "gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = mat3(uMdl) * a_norm;"
/*Include*/ VERTEX_STANDARD_ATTRIBUTES
"uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat4x3 uMdl;"
""
"out vec4 aColour;"
"out vec2 aUv;"
""
"void main()"
"{"
- "gl_Position = uPv * uMdl * vec4( a_co, 1.0 );"
+ "gl_Position = uPv * vec4(uMdl * vec4(a_co,1.0), 1.0);"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = mat3(uMdl) * a_norm;"
"void main()"
"{"
"vec3 diffuse = texture( uTexMain, aUv ).rgb;"
- "FragColor = vec4(pow(diffuse,vec3(1.0/2.2)),1.0);"
+ "FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);"
"}"
,
UNIFORMS({ "uTexMain", "uPv", "uMdl" })