[Tizen] Fix normal vector error when we use skin 28/292628/1
authorEunki, Hong <eunkiki.hong@samsung.com>
Wed, 10 May 2023 01:35:07 +0000 (10:35 +0900)
committerEunki, Hong <eunkiki.hong@samsung.com>
Wed, 10 May 2023 07:41:49 +0000 (16:41 +0900)
commitb88352d592d5b60ccc5dbeff50e5003a1c6c0a59
tree752a9b8969d4115bfb80a28439e543717e3d134a
parenta39888de4300a37f84dee333e6ce6416d29ec6c9
[Tizen] Fix normal vector error when we use skin

Since dali's world matrix use left-hand-coordinate,
the constrainted world matrix value in uBone need to be multiply negative Y.

To apply this information, let we use uYDirection value if we use skin.

Also, we need to use same precision if we use same uniform both vertex and
fragment shaders. To specify the precision, make uYDirection as mediump.

Change-Id: Ibf6ca7ee0cc88fba1214b4a68a0eea7a4805f7e5
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag
dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert