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[3d] fix shading of 3D point symbols
The vertex shader was incorrectly transforming world position and normal
vectors for phong shading. This was causing wrong appearance that was noticeable
when moving/rotating camera (e.g. specular reflection was always in the same place).
This was caused by involving view matrix (i.e. camera position and orientation)
to the vectors, but the world position and normal should be independent from camera.
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wonder-sk authored and nyalldawson committed Apr 23, 2019
1 parent 0f315e4 commit 8e19a3293b9d0c9fa1fd0a585ab7b7626fdfe952
Showing 1 changed file with 2 additions and 2 deletions.
@@ -21,8 +21,8 @@ void main()
// which all keep "w" set to 1. correctly we should use translation matrix...
vec4 offsetPos = inst * vec4(vertexPosition, 1.0) + vec4(pos, 0.0);

worldNormal = normalize(modelViewNormal * mat3(instNormal) * vertexNormal);
worldPosition = vec3(modelView * offsetPos);
worldNormal = normalize(mat3(instNormal) * vertexNormal);
worldPosition = vec3(offsetPos);

gl_Position = modelViewProjection * offsetPos;

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