Исправление шейдера для работы с нормалями
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@@ -87,17 +87,18 @@ static void drawWorld(Camera& cam) {
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// shader->uniformMatrix("pr", cam.getProjection() * cam.getView());
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shader->uniformMatrix("projview", projview);
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shader->uniformMatrix("model", glm::mat4(1.0f));
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world->draw();
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auto model_scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f, 0.5f, 0.5f));
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static float angle = 0.0f;
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auto model_translate = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, -2));
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auto model_translate = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, -3));
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auto model_rotate = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0, 1, 0));
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angle += 0.001f;
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angle += 0.0002f;
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shader->uniformMatrix("projview", projview * model_scale * model_translate * model_rotate);
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shader->uniformMatrix("model", model_scale * model_translate * model_rotate);
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// world->draw();
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model_mesh->draw();
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}
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@@ -175,7 +176,8 @@ int main() {
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loadResources();
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// glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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// glDisable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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Camera cam(glm::vec3(0, 0, 5), glm::radians(90.0f));
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