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