Fix normal vector error when we use skin 49/292549/3
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 05:34:11 +0000 (14:34 +0900)
commit89cf5fe86e33b389c48bde75454eb2fb0def8bad
tree267c72ffcf69eabae5fc121f559df4ccd3f24a6e
parentd4da30f0f697455468944ec566c6cd991f0abaf6
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