Nvidia still broke :(
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@@ -1,8 +1,8 @@
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#version 330
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#version 330 core
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in vec3 Normal;
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in vec3 Normal;
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in vec3 FragPos;
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in vec3 FragPos;
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// in vec4 FragPosLightSpace;
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in vec4 FragPosLightSpace;
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uniform vec3 lightPos;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform vec3 viewPos;
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@@ -1,4 +1,4 @@
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#version 330
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 normal;
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layout (location = 1) in vec3 normal;
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@@ -97,7 +97,6 @@ void Mesh::render(Shader& shader, Camera& camera) {
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GLint uniTrans = glGetUniformLocation(shader.getProgram(), "model");
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GLint uniTrans = glGetUniformLocation(shader.getProgram(), "model");
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glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
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// // View matrice
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// // View matrice
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// glm::mat4 view = glm::lookAt(
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// glm::mat4 view = glm::lookAt(
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// glm::vec3(1.0f, 1.0f, 1.0f),
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// glm::vec3(1.0f, 1.0f, 1.0f),
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@@ -109,7 +108,7 @@ void Mesh::render(Shader& shader, Camera& camera) {
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glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
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glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
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// Projection matrice
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// Projection matrice
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);//camera.perspective;
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);
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// Get uniform and send it to the GPU
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// Get uniform and send it to the GPU
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GLint uniProj = glGetUniformLocation(shader.getProgram(), "proj");
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GLint uniProj = glGetUniformLocation(shader.getProgram(), "proj");
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glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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