質問編集履歴
6
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -26,9 +26,11 @@
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26
26
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|
27
27
|
glGenTextures(1, &texture); //テクスチャIDの生成
|
28
28
|
|
29
|
+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
30
|
+
|
29
31
|
glBindTexture(GL_TEXTURE_CUBE_MAP, texture); // IDバインド
|
30
32
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|
31
|
-
|
33
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+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
32
34
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|
33
35
|
for (int i = 0; i < filePath.size(); i++)
|
34
36
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@@ -48,11 +50,11 @@
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48
50
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49
51
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{
|
50
52
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51
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-
|
53
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+
|
52
54
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|
53
55
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size.x, size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
54
56
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55
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-
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57
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+
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56
58
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57
59
|
stbi_image_free(data);
|
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5
文章を修正
test
CHANGED
@@ -1 +1 @@
|
|
1
|
-
Opengl glBindTexture()関数を実行すると画面が白
|
1
|
+
Opengl glBindTexture()関数でCUBE_MAPを実行すると画面が真っ白になる原因が知りたい。
|
test
CHANGED
File without changes
|
4
文章を修正
test
CHANGED
@@ -1 +1 @@
|
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1
|
-
Opengl
|
1
|
+
Opengl glBindTexture()関数を実行すると画面が白くなる原因が知りたい。
|
test
CHANGED
@@ -1,12 +1,4 @@
|
|
1
|
-
提示コードのですが下記の
|
1
|
+
提示コードのですが下記の`///`コメント部の関数を実行するとその後の出力画面が白くなるのですがこれは何が原因なのでしょか?
|
2
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-
|
3
|
-
|
4
|
-
|
5
|
-
##### 確認したいこと
|
6
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-
|
7
|
-
シェーダーを確認
|
8
|
-
|
9
|
-
画像ファイルの読み込みがキューブになっているか確認
|
10
2
|
|
11
3
|
|
12
4
|
|
@@ -56,7 +48,11 @@
|
|
56
48
|
|
57
49
|
{
|
58
50
|
|
51
|
+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
52
|
+
|
59
|
-
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size.x, size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
53
|
+
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size.x, size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
54
|
+
|
55
|
+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
60
56
|
|
61
57
|
stbi_image_free(data);
|
62
58
|
|
3
文章を修正
test
CHANGED
@@ -1 +1 @@
|
|
1
|
-
Opengl
|
1
|
+
Opengl GL_TEXTURE_CUBE_MAP_POSITIVE_X実行すると画面が白くなる原因が知りたい。
|
test
CHANGED
@@ -1,4 +1,4 @@
|
|
1
|
-
提示コードの
|
1
|
+
提示コードのですが下記の参考コード通り実装してもスカイボックスが表示されません。これはなぜでしょうか?現状は白い画面が表示されます。これは何が原因なのでしょうか?
|
2
2
|
|
3
3
|
|
4
4
|
|
@@ -17,98 +17,6 @@
|
|
17
17
|
参考サイト:[ https://learnopengl.com/Advanced-OpenGL/Cubemaps](https://learnopengl.com/Advanced-OpenGL/Cubemaps)
|
18
18
|
|
19
19
|
参考コード: [https://learnopengl.com/code_viewer_gh.php?code=src/4.advanced_opengl/6.1.cubemaps_skybox/cubemaps_skybox.cpp](https://learnopengl.com/code_viewer_gh.php?code=src/4.advanced_opengl/6.1.cubemaps_skybox/cubemaps_skybox.cpp)
|
20
|
-
|
21
|
-
|
22
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-
|
23
|
-
|
24
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-
|
25
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-
##### 描画ループ
|
26
|
-
|
27
|
-
```cpp
|
28
|
-
|
29
|
-
|
30
|
-
|
31
|
-
// ##################################### 描画 #####################################
|
32
|
-
|
33
|
-
void FrameWork::Camera::View(std::shared_ptr<Actor> actor)
|
34
|
-
|
35
|
-
{
|
36
|
-
|
37
|
-
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
38
|
-
|
39
|
-
glViewport(0, 0, windowContext->getSize().x, windowContext->getSize().y);
|
40
|
-
|
41
|
-
|
42
|
-
|
43
|
-
actor->Renderer_Depth(getViewPerspective());
|
44
|
-
|
45
|
-
|
46
|
-
|
47
|
-
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferFBO);
|
48
|
-
|
49
|
-
glViewport(0, 0, windowContext->getSize().x, windowContext->getSize().y);
|
50
|
-
|
51
|
-
|
52
|
-
|
53
|
-
glEnable(GL_DEPTH_TEST);
|
54
|
-
|
55
|
-
actor->Renderer(getViewPerspective());
|
56
|
-
|
57
|
-
|
58
|
-
|
59
|
-
glDisable(GL_DEPTH_TEST);
|
60
|
-
|
61
|
-
actor->Renderer_2D(getViewOrthographic());
|
62
|
-
|
63
|
-
//////////////////////////////////////////////////////////////////////////////////////////////////
|
64
|
-
|
65
|
-
glEnable(GL_DEPTH_TEST);
|
66
|
-
|
67
|
-
// draw skybox as last
|
68
|
-
|
69
|
-
glDepthFunc(GL_LEQUAL); // change depth function so depth test passes when values are equal to depth buffer's content
|
70
|
-
|
71
|
-
glDepthMask(GL_FALSE);
|
72
|
-
|
73
|
-
skyBoxShader->setEnable();
|
74
|
-
|
75
|
-
// skybox cube
|
76
|
-
|
77
|
-
glBindVertexArray(skyBoxVAO);
|
78
|
-
|
79
|
-
glBindBuffer(GL_ARRAY_BUFFER, skyBoxVBO);
|
80
|
-
|
81
|
-
|
82
|
-
|
83
|
-
skyBoxShader->setUniformSampler2D_CubeMap("skybox",0,skyBoxTexture);
|
84
|
-
|
85
|
-
skyBoxShader->setUniformMatrix4fv("uViewProjection", getViewPerspective());
|
86
|
-
|
87
|
-
|
88
|
-
|
89
|
-
glDrawArrays(GL_TRIANGLES, 0, 36);
|
90
|
-
|
91
|
-
glDepthMask(GL_TRUE);
|
92
|
-
|
93
|
-
skyBoxShader->setDisable();
|
94
|
-
|
95
|
-
glDepthFunc(GL_LESS); // set depth function back to default
|
96
|
-
|
97
|
-
|
98
|
-
|
99
|
-
glBindVertexArray(0);
|
100
|
-
|
101
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
102
|
-
|
103
|
-
|
104
|
-
|
105
|
-
//////////////////////////////////////////////////////////////////////////////////////////////////
|
106
|
-
|
107
|
-
glBindFramebuffer(GL_FRAMEBUFFER,0);
|
108
|
-
|
109
|
-
}
|
110
|
-
|
111
|
-
```
|
112
20
|
|
113
21
|
|
114
22
|
|
@@ -194,364 +102,4 @@
|
|
194
102
|
|
195
103
|
|
196
104
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|
197
|
-
|
198
|
-
|
199
105
|
```
|
200
|
-
|
201
|
-
|
202
|
-
|
203
|
-
##### 初期化部
|
204
|
-
|
205
|
-
```
|
206
|
-
|
207
|
-
|
208
|
-
|
209
|
-
float FrameWork::Camera::skyboxVertices[108] = {
|
210
|
-
|
211
|
-
// positions
|
212
|
-
|
213
|
-
-1.0f, 1.0f, -1.0f,
|
214
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-
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215
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-
-1.0f, -1.0f, -1.0f,
|
216
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-
|
217
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-
1.0f, -1.0f, -1.0f,
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218
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-
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219
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-
1.0f, -1.0f, -1.0f,
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-
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221
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1.0f, 1.0f, -1.0f,
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-
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223
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-1.0f, 1.0f, -1.0f,
|
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-
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226
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-
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227
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-
-1.0f, -1.0f, 1.0f,
|
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-
|
229
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-
-1.0f, -1.0f, -1.0f,
|
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-
|
231
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-
-1.0f, 1.0f, -1.0f,
|
232
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-
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233
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-
-1.0f, 1.0f, -1.0f,
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-
|
235
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-
-1.0f, 1.0f, 1.0f,
|
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-
|
237
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-1.0f, -1.0f, 1.0f,
|
238
|
-
|
239
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-
|
240
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-
|
241
|
-
1.0f, -1.0f, -1.0f,
|
242
|
-
|
243
|
-
1.0f, -1.0f, 1.0f,
|
244
|
-
|
245
|
-
1.0f, 1.0f, 1.0f,
|
246
|
-
|
247
|
-
1.0f, 1.0f, 1.0f,
|
248
|
-
|
249
|
-
1.0f, 1.0f, -1.0f,
|
250
|
-
|
251
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-
1.0f, -1.0f, -1.0f,
|
252
|
-
|
253
|
-
|
254
|
-
|
255
|
-
-1.0f, -1.0f, 1.0f,
|
256
|
-
|
257
|
-
-1.0f, 1.0f, 1.0f,
|
258
|
-
|
259
|
-
1.0f, 1.0f, 1.0f,
|
260
|
-
|
261
|
-
1.0f, 1.0f, 1.0f,
|
262
|
-
|
263
|
-
1.0f, -1.0f, 1.0f,
|
264
|
-
|
265
|
-
-1.0f, -1.0f, 1.0f,
|
266
|
-
|
267
|
-
|
268
|
-
|
269
|
-
-1.0f, 1.0f, -1.0f,
|
270
|
-
|
271
|
-
1.0f, 1.0f, -1.0f,
|
272
|
-
|
273
|
-
1.0f, 1.0f, 1.0f,
|
274
|
-
|
275
|
-
1.0f, 1.0f, 1.0f,
|
276
|
-
|
277
|
-
-1.0f, 1.0f, 1.0f,
|
278
|
-
|
279
|
-
-1.0f, 1.0f, -1.0f,
|
280
|
-
|
281
|
-
|
282
|
-
|
283
|
-
-1.0f, -1.0f, -1.0f,
|
284
|
-
|
285
|
-
-1.0f, -1.0f, 1.0f,
|
286
|
-
|
287
|
-
1.0f, -1.0f, -1.0f,
|
288
|
-
|
289
|
-
1.0f, -1.0f, -1.0f,
|
290
|
-
|
291
|
-
-1.0f, -1.0f, 1.0f,
|
292
|
-
|
293
|
-
1.0f, -1.0f, 1.0f
|
294
|
-
|
295
|
-
};
|
296
|
-
|
297
|
-
|
298
|
-
|
299
|
-
// ##################################### 初期化 #####################################
|
300
|
-
|
301
|
-
FrameWork::Camera::Camera()
|
302
|
-
|
303
|
-
{
|
304
|
-
|
305
|
-
//MSAA バッファ
|
306
|
-
|
307
|
-
glGenFramebuffers(1, &frameBufferFBO);
|
308
|
-
|
309
|
-
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferFBO);
|
310
|
-
|
311
|
-
glGenTextures(1, &frameBuffer);
|
312
|
-
|
313
|
-
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, frameBuffer);
|
314
|
-
|
315
|
-
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGB, windowContext->getSize().x, windowContext->getSize().y, GL_TRUE);
|
316
|
-
|
317
|
-
|
318
|
-
|
319
|
-
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + frameBufferNumber, GL_TEXTURE_2D_MULTISAMPLE, frameBuffer, 0);
|
320
|
-
|
321
|
-
|
322
|
-
|
323
|
-
|
324
|
-
|
325
|
-
//レンダリングバッファ
|
326
|
-
|
327
|
-
glGenRenderbuffers(1, &rbo);
|
328
|
-
|
329
|
-
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
330
|
-
|
331
|
-
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8, GL_DEPTH24_STENCIL8, windowContext->getSize().x, windowContext->getSize().y);
|
332
|
-
|
333
|
-
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
334
|
-
|
335
|
-
|
336
|
-
|
337
|
-
//MSAA アタッチ
|
338
|
-
|
339
|
-
GLuint attachment = GL_COLOR_ATTACHMENT0 + frameBufferNumber;
|
340
|
-
|
341
|
-
glDrawBuffers(1,&attachment);
|
342
|
-
|
343
|
-
|
344
|
-
|
345
|
-
|
346
|
-
|
347
|
-
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
348
|
-
|
349
|
-
{
|
350
|
-
|
351
|
-
std::cerr << "Framebuffer is not complete: 0x" << glCheckFramebufferStatus(GL_FRAMEBUFFER) << std::endl;
|
352
|
-
|
353
|
-
assert(0);
|
354
|
-
|
355
|
-
}
|
356
|
-
|
357
|
-
glBindFramebuffer(GL_FRAMEBUFFER,0);
|
358
|
-
|
359
|
-
|
360
|
-
|
361
|
-
|
362
|
-
|
363
|
-
//深度マップ
|
364
|
-
|
365
|
-
glGenFramebuffers(1, &depthMapFBO);
|
366
|
-
|
367
|
-
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
368
|
-
|
369
|
-
glGenTextures(1, &depthMap);
|
370
|
-
|
371
|
-
glBindTexture(GL_TEXTURE_2D, depthMap);
|
372
|
-
|
373
|
-
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, windowContext->getSize().x, windowContext->getSize().y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
374
|
-
|
375
|
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
376
|
-
|
377
|
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
378
|
-
|
379
|
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
380
|
-
|
381
|
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
382
|
-
|
383
|
-
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
|
384
|
-
|
385
|
-
|
386
|
-
|
387
|
-
//カラーバッファ
|
388
|
-
|
389
|
-
glGenFramebuffers(1, &colorBufferFBO);
|
390
|
-
|
391
|
-
glBindFramebuffer(GL_FRAMEBUFFER, colorBufferFBO);
|
392
|
-
|
393
|
-
glGenTextures(1, &colorBuffer);
|
394
|
-
|
395
|
-
glBindTexture(GL_TEXTURE_2D, colorBuffer);
|
396
|
-
|
397
|
-
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, windowContext->getSize().x, windowContext->getSize().y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
398
|
-
|
399
|
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
400
|
-
|
401
|
-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
402
|
-
|
403
|
-
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + frameBufferNumber, GL_TEXTURE_2D, colorBuffer, 0); // we only need a color buffer
|
404
|
-
|
405
|
-
|
406
|
-
|
407
|
-
|
408
|
-
|
409
|
-
|
410
|
-
|
411
|
-
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
412
|
-
|
413
|
-
//スカイボックス
|
414
|
-
|
415
|
-
skyBoxShader = std::make_shared<FrameWork::Shader>();
|
416
|
-
|
417
|
-
|
418
|
-
|
419
|
-
glGenVertexArrays(1, &skyBoxVAO);
|
420
|
-
|
421
|
-
glGenBuffers(1, &skyBoxVBO);
|
422
|
-
|
423
|
-
|
424
|
-
|
425
|
-
skyBoxShader->Load("shader/SkyBox.vert", "shader/SkyBox.frag");
|
426
|
-
|
427
|
-
|
428
|
-
|
429
|
-
skyBoxShader->setEnable();
|
430
|
-
|
431
|
-
glBindVertexArray(skyBoxVAO);
|
432
|
-
|
433
|
-
glBindBuffer(GL_ARRAY_BUFFER, skyBoxVBO);
|
434
|
-
|
435
|
-
|
436
|
-
|
437
|
-
glBufferData(GL_ARRAY_BUFFER, 3 * sizeof(float) * 36, &skyboxVertices, GL_STATIC_DRAW);
|
438
|
-
|
439
|
-
|
440
|
-
|
441
|
-
GLuint attrib = skyBoxShader->getAttribLocation("vertexPosition");
|
442
|
-
|
443
|
-
glEnableVertexAttribArray(attrib);
|
444
|
-
|
445
|
-
glVertexAttribPointer(attrib, 1, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
446
|
-
|
447
|
-
skyBoxShader->setBindAttribLocation("vertexPosition");
|
448
|
-
|
449
|
-
|
450
|
-
|
451
|
-
skyBoxShader->setDisable();
|
452
|
-
|
453
|
-
glBindVertexArray(0);
|
454
|
-
|
455
|
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
456
|
-
|
457
|
-
|
458
|
-
|
459
|
-
|
460
|
-
|
461
|
-
|
462
|
-
|
463
|
-
|
464
|
-
|
465
|
-
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
466
|
-
|
467
|
-
position = glm::vec3(0,0,10); //座標
|
468
|
-
|
469
|
-
vecLook = glm::vec3(0,0,-1); //向き
|
470
|
-
|
471
|
-
|
472
|
-
|
473
|
-
setPosition(position);
|
474
|
-
|
475
|
-
setLook(vecLook);
|
476
|
-
|
477
|
-
|
478
|
-
|
479
|
-
frameBufferNumber += 1;
|
480
|
-
|
481
|
-
}
|
482
|
-
|
483
|
-
|
484
|
-
|
485
|
-
```
|
486
|
-
|
487
|
-
|
488
|
-
|
489
|
-
##### GLSL フラグメント
|
490
|
-
|
491
|
-
```
|
492
|
-
|
493
|
-
#version 420
|
494
|
-
|
495
|
-
|
496
|
-
|
497
|
-
out vec4 FragColor;
|
498
|
-
|
499
|
-
|
500
|
-
|
501
|
-
layout (location = 1) out vec3 TexCoords;
|
502
|
-
|
503
|
-
|
504
|
-
|
505
|
-
uniform samplerCube skybox;
|
506
|
-
|
507
|
-
|
508
|
-
|
509
|
-
void main()
|
510
|
-
|
511
|
-
{
|
512
|
-
|
513
|
-
FragColor = texture(skybox, TexCoords);
|
514
|
-
|
515
|
-
}
|
516
|
-
|
517
|
-
|
518
|
-
|
519
|
-
```
|
520
|
-
|
521
|
-
|
522
|
-
|
523
|
-
##### GLSL 頂点シェーダー
|
524
|
-
|
525
|
-
```
|
526
|
-
|
527
|
-
#version 420
|
528
|
-
|
529
|
-
|
530
|
-
|
531
|
-
layout (location = 0) in vec3 vertexPosition;
|
532
|
-
|
533
|
-
|
534
|
-
|
535
|
-
layout (location = 1) out vec3 TexCoords;
|
536
|
-
|
537
|
-
|
538
|
-
|
539
|
-
uniform mat4 uViewProjection;
|
540
|
-
|
541
|
-
|
542
|
-
|
543
|
-
void main()
|
544
|
-
|
545
|
-
{
|
546
|
-
|
547
|
-
TexCoords = vertexPosition;
|
548
|
-
|
549
|
-
vec4 pos = uViewProjection * vec4(vertexPosition, 1.0);
|
550
|
-
|
551
|
-
|
552
|
-
|
553
|
-
gl_Position = pos.xyww;
|
554
|
-
|
555
|
-
}
|
556
|
-
|
557
|
-
```
|
2
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -2,7 +2,7 @@
|
|
2
2
|
|
3
3
|
|
4
4
|
|
5
|
-
#####
|
5
|
+
##### 確認したいこと
|
6
6
|
|
7
7
|
シェーダーを確認
|
8
8
|
|
1
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -483,3 +483,75 @@
|
|
483
483
|
|
484
484
|
|
485
485
|
```
|
486
|
+
|
487
|
+
|
488
|
+
|
489
|
+
##### GLSL フラグメント
|
490
|
+
|
491
|
+
```
|
492
|
+
|
493
|
+
#version 420
|
494
|
+
|
495
|
+
|
496
|
+
|
497
|
+
out vec4 FragColor;
|
498
|
+
|
499
|
+
|
500
|
+
|
501
|
+
layout (location = 1) out vec3 TexCoords;
|
502
|
+
|
503
|
+
|
504
|
+
|
505
|
+
uniform samplerCube skybox;
|
506
|
+
|
507
|
+
|
508
|
+
|
509
|
+
void main()
|
510
|
+
|
511
|
+
{
|
512
|
+
|
513
|
+
FragColor = texture(skybox, TexCoords);
|
514
|
+
|
515
|
+
}
|
516
|
+
|
517
|
+
|
518
|
+
|
519
|
+
```
|
520
|
+
|
521
|
+
|
522
|
+
|
523
|
+
##### GLSL 頂点シェーダー
|
524
|
+
|
525
|
+
```
|
526
|
+
|
527
|
+
#version 420
|
528
|
+
|
529
|
+
|
530
|
+
|
531
|
+
layout (location = 0) in vec3 vertexPosition;
|
532
|
+
|
533
|
+
|
534
|
+
|
535
|
+
layout (location = 1) out vec3 TexCoords;
|
536
|
+
|
537
|
+
|
538
|
+
|
539
|
+
uniform mat4 uViewProjection;
|
540
|
+
|
541
|
+
|
542
|
+
|
543
|
+
void main()
|
544
|
+
|
545
|
+
{
|
546
|
+
|
547
|
+
TexCoords = vertexPosition;
|
548
|
+
|
549
|
+
vec4 pos = uViewProjection * vec4(vertexPosition, 1.0);
|
550
|
+
|
551
|
+
|
552
|
+
|
553
|
+
gl_Position = pos.xyww;
|
554
|
+
|
555
|
+
}
|
556
|
+
|
557
|
+
```
|