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blender-archive/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
Clément Foucault 5e3f902eaa Eevee: Planar Reflection: Fix precision issue near cliplane.
The problem was that the depth prepass was using the clip plane but not the shading pass.

During the clipping stage, the triangle is converted to a quad clipped to the given clip plane.
But this introduce subtle changes in the depth when this new geometry is rasterized. Since the shading pass was using an EQUAL depth test, the depth values from the shading pass were not always equal to the depth prepass.

Enabling clipping in the shading vertex shader has a too small impact to require a dedicated shader.
2017-06-23 22:51:38 +02:00

40 lines
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GLSL

uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform mat4 ModelViewMatrix;
uniform mat3 WorldNormalMatrix;
#ifndef ATTRIB
uniform mat3 NormalMatrix;
#endif
in vec3 pos;
in vec3 nor;
out vec3 worldPosition;
out vec3 viewPosition;
/* Used for planar reflections */
uniform vec4 ClipPlanes[1];
#ifdef USE_FLAT_NORMAL
flat out vec3 worldNormal;
flat out vec3 viewNormal;
#else
out vec3 worldNormal;
out vec3 viewNormal;
#endif
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
viewNormal = normalize(NormalMatrix * nor);
worldNormal = normalize(WorldNormalMatrix * nor);
/* Used for planar reflections */
gl_ClipDistance[0] = dot(vec4(worldPosition, 1.0), ClipPlanes[0]);
#ifdef ATTRIB
pass_attrib(pos);
#endif
}