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blender-archive/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
2022-05-24 15:53:16 +02:00

168 lines
3.8 KiB
GLSL

#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(closure_eval_surface_lib.glsl)
#pragma BLENDER_REQUIRE(surface_lib.glsl)
#ifndef HAIR_SHADER
in vec3 pos;
in vec3 nor;
#endif
RESOURCE_ID_VARYING
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
PASS_RESOURCE_ID
#ifdef HAIR_SHADER
hairStrandID = hair_get_strand_id();
hairBary = hair_get_barycentric();
vec3 pos, binor;
hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
pos,
hairTangent,
binor,
hairTime,
hairThickness,
hairThickTime);
worldNormal = cross(hairTangent, binor);
vec3 world_pos = pos;
#elif defined(POINTCLOUD_SHADER)
pointcloud_get_pos_and_radius(pointPosition, pointRadius);
pointID = gl_VertexID;
#else
vec3 world_pos = point_object_to_world(pos);
#endif
gl_Position = point_world_to_ndc(world_pos);
/* Used for planar reflections */
gl_ClipDistance[0] = dot(vec4(world_pos, 1.0), clipPlanes[0]);
#ifdef MESH_SHADER
worldPosition = world_pos;
viewPosition = point_world_to_view(worldPosition);
# ifndef HAIR_SHADER
worldNormal = normalize(normal_object_to_world(nor));
# endif
/* No need to normalize since this is just a rotation. */
viewNormal = normal_world_to_view(worldNormal);
attrib_load();
#endif
}
#ifdef HAIR_SHADER
# ifdef OBINFO_LIB
vec3 attr_load_orco(samplerBuffer cd_buf)
{
vec3 P = hair_get_strand_pos();
vec3 lP = transform_point(ModelMatrixInverse, P);
return OrcoTexCoFactors[0].xyz + lP * OrcoTexCoFactors[1].xyz;
}
# endif
/* Per attribute scope follows loading order. */
int g_curves_attr_id = 0;
/* Return the index to use for looking up the attribute value in the sampler
* based on the attribute scope (point or spline). */
int curves_attribute_element_id()
{
int id = hairStrandID;
if (drw_curves.is_point_attribute[g_curves_attr_id] != 0) {
id = hair_get_base_id();
}
g_curves_attr_id += 1;
return id;
}
vec4 attr_load_tangent(samplerBuffer cd_buf)
{
return vec4(hairTangent, 1.0);
}
vec4 attr_load_vec4(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, curves_attribute_element_id()).rgba;
}
vec3 attr_load_vec3(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, curves_attribute_element_id()).rgb;
}
vec2 attr_load_vec2(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, curves_attribute_element_id()).rg;
}
float attr_load_float(samplerBuffer cd_buf)
{
return texelFetch(cd_buf, curves_attribute_element_id()).r;
}
#else
# ifdef OBINFO_LIB
vec3 attr_load_orco(vec4 orco)
{
/* We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex
* attrib (which is [0,0,0,1]). */
if (orco.w == 0.0) {
return orco.xyz * 0.5 + 0.5;
}
else {
/* If the object does not have any deformation, the orco layer calculation is done on the fly
* using the orco_madd factors. */
return OrcoTexCoFactors[0].xyz + pos * OrcoTexCoFactors[1].xyz;
}
}
# endif
vec4 attr_load_tangent(vec4 tangent)
{
tangent.xyz = safe_normalize(normal_object_to_world(tangent.xyz));
return tangent;
}
/* Simple passthrough. */
vec4 attr_load_vec4(vec4 attr)
{
return attr;
}
vec3 attr_load_vec3(vec3 attr)
{
return attr;
}
vec2 attr_load_vec2(vec2 attr)
{
return attr;
}
float attr_load_float(float attr)
{
return attr;
}
#endif
/* Passthrough. */
float attr_load_temperature_post(float attr)
{
return attr;
}
vec4 attr_load_color_post(vec4 attr)
{
return attr;
}