Moved worldMatrix declaration in instancing.glsl so that it works on android

fix-456
Rémy Bouquet 8 years ago
parent 09fa4f165e
commit b0a5384046
  1. 13
      jme3-core/src/main/resources/Common/ShaderLib/Instancing.glsllib

@ -38,15 +38,16 @@ uniform mat3 g_NormalMatrix;
// 2 vertex attributes which now can be used for additional per-vertex data.
attribute mat4 inInstanceData;
// Extract the world matrix out of the instance data, leaving out the
// quaternion at the end.
mat4 worldMatrix = mat4(vec4(inInstanceData[0].xyz, 0.0),
vec4(inInstanceData[1].xyz, 0.0),
vec4(inInstanceData[2].xyz, 0.0),
vec4(inInstanceData[3].xyz, 1.0));
vec4 TransformWorld(vec4 position)
{
// Extract the world matrix out of the instance data, leaving out the
// quaternion at the end.
mat4 worldMatrix = mat4(vec4(inInstanceData[0].xyz, 0.0),
vec4(inInstanceData[1].xyz, 0.0),
vec4(inInstanceData[2].xyz, 0.0),
vec4(inInstanceData[3].xyz, 1.0));
return (worldMatrix * position);
}

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