* Chunks are now rendered as solid, lit meshes instead of wireframe. * The GLSL shaders have been updated to a directional lighting model. * Chunkmes now calculates normal vectors for each vertex to enable the lighting. * Shader class now has a 'set_vec3' method for sending lighting date to the GPU. Bug Fix: * Resolves visual artifacts and "seams" at chunk boundaries. Next up: * To calculate the correct angle for a vertex at the edge of chunk A, we need to know the height of the terrain in the neighboiring Chunk B. Since it doesn't have that information, the GPU's making an appoximate guess. We need to generate and send a small "border" of height data along with each chunk, I'll do this by increasing the size of the heightmap array in the network message so it can hold the 32x32 chunk plus 1 vertex border all around. MAking it 34x34 for each chunk.
19 lines
446 B
GLSL
19 lines
446 B
GLSL
#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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out vec3 FragPos;
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out vec3 Normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main() {
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/* Pass position and normal vectors to the fragment shader in world space. */
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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gl_Position = projection * view * vec4(FragPos, 1.0);
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}
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