this might be a silly question, but i am trying to debug why the vertices are not being transformed properly,
vertex shader:
#version 300 es
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec3 normal;
layout (location = 3) in vec2 uv;
out vec4 oColor;
out vec3 oNormal;
out vec2 oUV;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
oColor = color;
oNormal = normal;
oUV = uv;
mat4 mo = mat4(
1.0,0.0,0.0,1.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
0.0,0.0,0.0,1.0
);
gl_Position = mo * vec4(position.x, position.y, position.z, 1.0);
}
fragment shader
#version 300 es
precision mediump float;
out vec4 FragColor;
in vec4 oColor;
in vec3 oNormal;
in vec2 oUV;
void main()
{
FragColor = oColor;
}
when i use write gl_position = vec4(position, 1.0) the result is this: result without using model matrix
when i write gl_position = mo * vec4(position, 1.0) the result is this:result after using the model matrix
i am guessing this has sonmthing to do with viewport, PS: i am not setting any viewport configuration using glViewport.
the project setup is done using emscripten version 2.0.6 and i am trying to draw onto a html canvas using opengles.