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blender-archive/source/blender/draw/engines/eevee/shaders/volumetric_vert.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

38 lines
735 B
GLSL

#pragma BLENDER_REQUIRE(common_view_lib.glsl)
out vec4 vPos;
RESOURCE_ID_VARYING
void main()
{
/* Generate Triangle : less memory fetches from a VBO */
int v_id = gl_VertexID % 3; /* Vertex Id */
int t_id = gl_VertexID / 3; /* Triangle Id */
/* Crappy diagram
* ex 1
* | \
* | \
* 1 | \
* | \
* | \
* 0 | \
* | \
* | \
* -1 0 --------------- 2
* -1 0 1 ex
*/
vPos.x = float(v_id / 2) * 4.0 - 1.0; /* int divisor round down */
vPos.y = float(v_id % 2) * 4.0 - 1.0;
vPos.z = float(t_id);
vPos.w = 1.0;
PASS_RESOURCE_ID
#ifdef USE_ATTR
pass_attr(vec3(0.0), mat3(1), mat4(1));
#endif
}