Reviewed shaders formating to follow raylib coding conventions

This commit is contained in:
Ray
2025-01-11 19:36:46 +01:00
parent 49b905077d
commit 8e450e4446
6 changed files with 151 additions and 148 deletions

View File

@ -27,12 +27,12 @@ void main()
{
// Compute binormal from vertex normal and tangent
vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord*2.0;
fragNormal = normalize(normalMatrix*vertexNormal);