diff options
| -rw-r--r-- | assets/final/shaders/mesh_render.wgsl | 3 | ||||
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 3 |
2 files changed, 4 insertions, 2 deletions
diff --git a/assets/final/shaders/mesh_render.wgsl b/assets/final/shaders/mesh_render.wgsl index 3faf7ca..068efbc 100644 --- a/assets/final/shaders/mesh_render.wgsl +++ b/assets/final/shaders/mesh_render.wgsl @@ -34,8 +34,9 @@ fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> Ver out.world_pos = world_pos.xyz; // Use transpose of inverse for normals + // Note: mat3x3 constructor takes columns, so passing rows gives us transpose let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz); - out.normal = normalize(transpose(normal_matrix) * in.normal); + out.normal = normalize(normal_matrix * in.normal); out.uv = in.uv; out.color = obj.color; diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index 4733f6f..2f4f79c 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -181,8 +181,9 @@ fn fs_main(in: VertexOutput) -> FragmentOutput { let d_z2 = get_dist(q_z2, obj.params) - disp_strength * h_z2; let n_local = normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2)); + // Note: mat3x3 constructor takes columns, so passing rows gives us transpose let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz); - normal = normalize(transpose(normal_matrix) * n_local); + normal = normalize(normal_matrix * n_local); // Apply texture to SDF color if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE |
