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blender-archive/source/blender/gpu/shaders/gpu_shader_3D_groundline_geom.glsl

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GLSL

/* Make to be used with dynamic batching so no Model Matrix needed */
uniform mat4 ViewProjectionMatrix;
layout(points) in;
layout(line_strip, max_vertices = 2) out;
void main()
{
vec3 vert = gl_in[0].gl_Position.xyz;
gl_Position = ViewProjectionMatrix * vec4(vert.xyz, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
#endif
EmitVertex();
gl_Position = ViewProjectionMatrix * vec4(vert.xy, 0.0, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(vec3(vert.xy, 0.0));
#endif
EmitVertex();
EndPrimitive();
}