Vertex round position

This commit is contained in:
Piotr 2020-09-29 16:55:49 +02:00
parent 56e59212ca
commit 965f7dc96c
1 changed files with 9 additions and 0 deletions

View File

@ -3,12 +3,16 @@ layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal; layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords; layout (location = 2) in vec2 aTexCoords;
#define PRECISION 0.01
#define MIN_DIST 20.0
out vec3 FragPos; out vec3 FragPos;
out vec3 Normal; out vec3 Normal;
out vec2 TexCoords; out vec2 TexCoords;
uniform mat4 model; uniform mat4 model;
uniform mat4 view; uniform mat4 view;
uniform vec3 viewPos;
uniform mat4 projection; uniform mat4 projection;
void main() void main()
@ -17,5 +21,10 @@ void main()
Normal = mat3(transpose(inverse(model))) * aNormal; Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords; TexCoords = aTexCoords;
gl_Position = projection * view * vec4(FragPos, 1.0); gl_Position = projection * view * vec4(FragPos, 1.0);
if(distance(viewPos, gl_Position.xyz) > MIN_DIST){
gl_Position.xyz = gl_Position.xyz - mod(gl_Position.xyz, PRECISION);
}
} }