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Update VectorTransform.gdshaderinc
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@ -1,5 +1,5 @@
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vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector){
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return (transpose(model_matrix) * vec4(vector, 1.0)).xyz;
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return (inverse(model_matrix) * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector){
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@ -76,24 +76,24 @@ vec3 vector_transform_screen_to_tangent(mat4 inv_projection_matrix, mat4 inv_vie
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}
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vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal));
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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return tangent_to_local_matrix * vector;
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}
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vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal));
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_world(model_matrix, vector_local);
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}
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vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal));
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_view(model_matrix, view_matrix, vector_local);
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}
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vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal));
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local);
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}
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