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blender-archive/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
Campbell Barton 0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00

51 lines
1.6 KiB
GLSL

layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
uniform int Layer;
in vec4 vPos[];
flat in int face[];
flat out int fFace;
out vec3 worldPosition;
out vec3 viewPosition; /* Required. otherwise generate linking error. */
out vec3 worldNormal; /* Required. otherwise generate linking error. */
out vec3 viewNormal; /* Required. otherwise generate linking error. */
const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0),
vec3(-1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, -1.0, 0.0),
vec3(0.0, 0.0, 1.0),
vec3(0.0, 0.0, -1.0));
const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0),
vec3(0.0, 0.0, 1.0),
vec3(1.0, 0.0, 0.0),
vec3(1.0, 0.0, 0.0),
vec3(1.0, 0.0, 0.0),
vec3(-1.0, 0.0, 0.0));
const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0),
vec3(0.0, -1.0, 0.0),
vec3(0.0, 0.0, 1.0),
vec3(0.0, 0.0, -1.0),
vec3(0.0, -1.0, 0.0),
vec3(0.0, -1.0, 0.0));
void main()
{
fFace = face[0];
gl_Layer = Layer + fFace;
for (int v = 0; v < 3; v++) {
gl_Position = vPos[v];
worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace];
#ifdef USE_ATTR
pass_attr(v);
#endif
EmitVertex();
}
EndPrimitive();
}