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

This commit is contained in:
Rémy Bouquet 2017-04-02 12:53:16 +02:00
parent 09fa4f165e
commit b0a5384046

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@ -38,15 +38,16 @@ uniform mat3 g_NormalMatrix;
// 2 vertex attributes which now can be used for additional per-vertex data. // 2 vertex attributes which now can be used for additional per-vertex data.
attribute mat4 inInstanceData; 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) 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); return (worldMatrix * position);
} }