worldPointLightDir1 = PointLightPosition1 - world_Position.xyz;
gl_Position = uProjection * uView * world_Position;
- worldNormal = (uModel * vec4(aNormal, 0.0f)).xyz;
+ worldNormal = normalize((uModel * vec4(aNormal, 0.0f)).xyz);
cameraVec = normalize(cameraPos - world_Position.xyz);
}
\ No newline at end of file
), uvColor.a);
- //FragmentColor = vec4(worldNormal, 1.0f);
+ //FragmentColor = vec4((normalize(worldNormal) + 1) / 2, 1.0f);
//FragmentColor = vec4(length(DirectionalLightDirection1) - 1.0f, length(DirectionalLightDirection1) - 1.0f, length(DirectionalLightDirection1) - 1.0f, 1.0f);
//vec3 uvColor = texture(uColorTexture, fUVs).rgb;