Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
73 lines
1.1 KiB
GLSL
73 lines
1.1 KiB
GLSL
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#ifdef MESH_SHADER
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/* TODO tight slices */
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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#else /* World */
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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#endif
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in vec4 vPos[];
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flat out int slice;
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#ifdef MESH_SHADER
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/* TODO tight slices */
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void main()
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{
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gl_Layer = slice = int(vPos[0].z);
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# ifdef USE_ATTR
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pass_attr(0);
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# endif
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gl_Position = vPos[0].xyww;
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EmitVertex();
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# ifdef USE_ATTR
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pass_attr(1);
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# endif
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gl_Position = vPos[1].xyww;
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EmitVertex();
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# ifdef USE_ATTR
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pass_attr(2);
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# endif
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gl_Position = vPos[2].xyww;
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EmitVertex();
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EndPrimitive();
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}
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#else /* World */
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/* This is just a pass-through geometry shader that send the geometry
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* to the layer corresponding to it's depth. */
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void main()
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{
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gl_Layer = slice = int(vPos[0].z);
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# ifdef USE_ATTR
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pass_attr(0);
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# endif
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gl_Position = vPos[0].xyww;
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EmitVertex();
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# ifdef USE_ATTR
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pass_attr(1);
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# endif
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gl_Position = vPos[1].xyww;
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EmitVertex();
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# ifdef USE_ATTR
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pass_attr(2);
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# endif
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gl_Position = vPos[2].xyww;
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EmitVertex();
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EndPrimitive();
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}
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#endif
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