Don't output tangents and bitangents to fragement shader

This commit is contained in:
SeanOMik 2022-09-29 19:24:32 -04:00
parent da3c56af36
commit 9a3240b25f
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
2 changed files with 0 additions and 11 deletions

View File

@ -14,9 +14,6 @@ in vec3 vs_frag_pos;
in mat3 vs_tbn; in mat3 vs_tbn;
in vec3 vs_tangent;
in vec3 vs_bitangent;
const int SAMP_DIFFUSE = 0; const int SAMP_DIFFUSE = 0;
const int SAMP_SPECULAR = 1; const int SAMP_SPECULAR = 1;
@ -49,8 +46,6 @@ void main() {
fs_color = vec4(lighting, 1.f) * texture(u_material.diffuse, vs_texcoord); fs_color = vec4(lighting, 1.f) * texture(u_material.diffuse, vs_texcoord);
//fs_color = vec4(vs_tangent, 1.f);
//fs_color = vec4(vs_bitangent, 1.f);
} }
vec3 calculate_lighting() { vec3 calculate_lighting() {

View File

@ -22,9 +22,6 @@ out vec3 vs_frag_pos;
out mat3 vs_tbn; out mat3 vs_tbn;
out vec3 vs_tangent;
out vec3 vs_bitangent;
uniform mat4 u_transform_matrix; uniform mat4 u_transform_matrix;
uniform mat4 u_view_matrix; uniform mat4 u_view_matrix;
uniform mat4 u_projection_matrix; uniform mat4 u_projection_matrix;
@ -55,7 +52,4 @@ void main() {
vec3 B = normalize(vec3(u_transform_matrix * vec4(vertex_bitangent, 1.f))); vec3 B = normalize(vec3(u_transform_matrix * vec4(vertex_bitangent, 1.f)));
vec3 N = normalize(vec3(u_transform_matrix * vec4(vertex_normal, 1.f))); vec3 N = normalize(vec3(u_transform_matrix * vec4(vertex_normal, 1.f)));
vs_tbn = mat3(T, B, N); vs_tbn = mat3(T, B, N);
vs_tangent = vertex_tangent;
vs_bitangent = vertex_bitangent;
} }