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blender-archive/source/blender/draw/engines/eevee/shaders/surface_geom.glsl
Clément Foucault da741013a1 EEVEE: GLSL refactor/cleanup
- 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
2020-07-30 16:44:58 +02:00

47 lines
994 B
GLSL

#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(surface_lib.glsl)
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
RESOURCE_ID_VARYING
/* Only used to compute barycentric coordinates. */
void main()
{
#ifdef DO_BARYCENTRIC_DISTANCES
dataAttrOut.barycentricDist = calc_barycentric_distances(
dataIn[0].worldPosition, dataIn[1].worldPosition, dataIn[2].worldPosition);
#endif
PASS_RESOURCE_ID
#ifdef USE_ATTR
pass_attr(0);
#endif
PASS_SURFACE_INTERFACE(0);
gl_Position = gl_in[0].gl_Position;
gl_ClipDistance[0] = gl_in[0].gl_ClipDistance[0];
EmitVertex();
#ifdef USE_ATTR
pass_attr(1);
#endif
PASS_SURFACE_INTERFACE(1);
gl_Position = gl_in[1].gl_Position;
gl_ClipDistance[0] = gl_in[1].gl_ClipDistance[0];
EmitVertex();
#ifdef USE_ATTR
pass_attr(2);
#endif
PASS_SURFACE_INTERFACE(2);
gl_Position = gl_in[2].gl_Position;
gl_ClipDistance[0] = gl_in[2].gl_ClipDistance[0];
EmitVertex();
EndPrimitive();
}