When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
51 lines
1.6 KiB
GLSL
51 lines
1.6 KiB
GLSL
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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uniform int Layer;
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in vec4 vPos[];
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flat in int face[];
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flat out int fFace;
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out vec3 worldPosition;
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out vec3 viewPosition; /* Required. otherwise generate linking error. */
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out vec3 worldNormal; /* Required. otherwise generate linking error. */
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out vec3 viewNormal; /* Required. otherwise generate linking error. */
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const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0),
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vec3(-1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, -1.0, 0.0),
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vec3(0.0, 0.0, 1.0),
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vec3(0.0, 0.0, -1.0));
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const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0),
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vec3(0.0, 0.0, 1.0),
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vec3(1.0, 0.0, 0.0),
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vec3(1.0, 0.0, 0.0),
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vec3(1.0, 0.0, 0.0),
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vec3(-1.0, 0.0, 0.0));
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const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0),
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vec3(0.0, -1.0, 0.0),
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vec3(0.0, 0.0, 1.0),
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vec3(0.0, 0.0, -1.0),
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vec3(0.0, -1.0, 0.0),
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vec3(0.0, -1.0, 0.0));
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void main()
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{
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fFace = face[0];
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gl_Layer = Layer + fFace;
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for (int v = 0; v < 3; v++) {
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gl_Position = vPos[v];
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worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace];
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#ifdef USE_ATTR
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pass_attr(v);
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#endif
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EmitVertex();
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}
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EndPrimitive();
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}
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