From bfc866774f657ac3caaa1b62b61744a17ebed49a Mon Sep 17 00:00:00 2001 From: shadowislord Date: Sat, 13 Sep 2014 16:06:11 -0400 Subject: [PATCH] Fix lighting crash when using environment mapping due to the addition of instancing --- .../resources/Common/MatDefs/Light/Lighting.vert | 16 ++++------------ 1 file changed, 4 insertions(+), 12 deletions(-) diff --git a/jme3-core/src/main/resources/Common/MatDefs/Light/Lighting.vert b/jme3-core/src/main/resources/Common/MatDefs/Light/Lighting.vert index 1bd192c94..737786fb4 100644 --- a/jme3-core/src/main/resources/Common/MatDefs/Light/Lighting.vert +++ b/jme3-core/src/main/resources/Common/MatDefs/Light/Lighting.vert @@ -4,14 +4,6 @@ #import "Common/ShaderLib/Skinning.glsllib" -/* - uniform mat4 g_WorldViewProjectionMatrix; - uniform mat4 g_WorldViewMatrix; - uniform mat3 g_NormalMatrix; - uniform mat4 g_ViewMatrix; -*/ - - uniform vec4 m_Ambient; uniform vec4 m_Diffuse; uniform vec4 m_Specular; @@ -58,12 +50,10 @@ varying vec3 lightVec; #ifdef USE_REFLECTION uniform vec3 g_CameraPosition; - uniform mat4 g_WorldMatrix; uniform vec3 m_FresnelParams; varying vec4 refVec; - /** * Input: * attribute inPosition @@ -75,10 +65,12 @@ varying vec3 lightVec; * varying refVec */ void computeRef(in vec4 modelSpacePos){ - vec3 worldPos = (g_WorldMatrix * modelSpacePos).xyz; + // vec3 worldPos = (g_WorldMatrix * modelSpacePos).xyz; + vec3 worldPos = TransformWorld(modelSpacePos).xyz; vec3 I = normalize( g_CameraPosition - worldPos ).xyz; - vec3 N = normalize( (g_WorldMatrix * vec4(inNormal, 0.0)).xyz ); + // vec3 N = normalize( (g_WorldMatrix * vec4(inNormal, 0.0)).xyz ); + vec3 N = normalize( TransformWorld(vec4(inNormal, 0.0)).xyz ); refVec.xyz = reflect(I, N); refVec.w = m_FresnelParams.x + m_FresnelParams.y * pow(1.0 + dot(I, N), m_FresnelParams.z);