- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
36 lines
957 B
GLSL
36 lines
957 B
GLSL
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#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#ifndef HAIR_SHADER
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in vec3 pos;
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#endif
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void main()
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{
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GPU_INTEL_VERTEX_SHADER_WORKAROUND
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#ifdef HAIR_SHADER
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float time, thick_time, thickness;
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vec3 worldPosition, tan, binor;
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hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
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ModelMatrixInverse,
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ViewMatrixInverse[3].xyz,
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ViewMatrixInverse[2].xyz,
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worldPosition,
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tan,
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binor,
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time,
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thickness,
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thick_time);
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#else
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vec3 worldPosition = point_object_to_world(pos);
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#endif
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gl_Position = point_world_to_ndc(worldPosition);
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#ifdef CLIP_PLANES
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gl_ClipDistance[0] = dot(vec4(worldPosition.xyz, 1.0), clipPlanes[0]);
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#endif
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}
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