Consequences of the plane change + change perspective

The perspective matrix now as in glm (because the near frustum plane was
wrong). So there is a factor "2" on the component w and the skybox must
be changed in consequence.


Former-commit-id: 09dd049c177532b9ace34a5a60b1b96014652297
This commit is contained in:
Gawaboumga
2015-08-21 12:01:52 +02:00
parent f2b80bfe64
commit 282bdf9864
8 changed files with 865 additions and 35 deletions

View File

@@ -86,7 +86,8 @@ namespace
"void main()\n"
"{\n"
" gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n"
" vec4 WVPVertex = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n"
" gl_Position = WVPVertex.xyww;\n"
" vTexCoord = vec3(VertexPosition.x, VertexPosition.y, -VertexPosition.z);\n"
"}\n";
@@ -101,7 +102,8 @@ namespace
"void main()\n"
"{\n"
" gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n"
" vec4 WVPVertex = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n"
" gl_Position = WVPVertex.xyww;\n"
" vTexCoord = vec3(VertexPosition.x, VertexPosition.y, -VertexPosition.z);\n"
"}\n";