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authorJulian Eisel <julian@blender.org>2020-07-01 18:25:04 +0300
committerJulian Eisel <julian@blender.org>2020-07-01 18:25:04 +0300
commit889c4ca9c26d770af02cedef972d65eb173bdb5e (patch)
tree6f46156146db1b3f09d92c6eaa1f44ba8a584ed4 /source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
parent87df15190210eb84ef52e5dccc2932918f912da5 (diff)
parent0829cebeb024095c268f190c34daa8ae9a5a224c (diff)
Merge branch 'asset-uuid--archived' into asset-engine--archivedasset-engine--archived
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl54
1 files changed, 54 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl b/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
new file mode 100644
index 00000000000..95cd69ba310
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
@@ -0,0 +1,54 @@
+
+uniform mat4 currModelMatrix;
+uniform mat4 prevModelMatrix;
+uniform mat4 nextModelMatrix;
+uniform bool useDeform;
+
+#ifdef HAIR
+uniform samplerBuffer prvBuffer; /* RGBA32F */
+uniform samplerBuffer nxtBuffer; /* RGBA32F */
+#else
+in vec3 pos;
+in vec3 prv; /* Previous frame position. */
+in vec3 nxt; /* Next frame position. */
+#endif
+
+out vec3 currWorldPos;
+out vec3 prevWorldPos;
+out vec3 nextWorldPos;
+
+void main()
+{
+#ifdef HAIR
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ float time, thick_time, thickness;
+ vec3 tan, binor;
+ vec3 wpos;
+
+ hair_get_pos_tan_binor_time(is_persp,
+ ModelMatrixInverse,
+ ViewMatrixInverse[3].xyz,
+ ViewMatrixInverse[2].xyz,
+ wpos,
+ tan,
+ binor,
+ time,
+ thickness,
+ thick_time);
+
+ int id = hair_get_base_id();
+ vec3 pos = texelFetch(hairPointBuffer, id).point_position;
+ vec3 prv = texelFetch(prvBuffer, id).point_position;
+ vec3 nxt = texelFetch(nxtBuffer, id).point_position;
+#endif
+ prevWorldPos = (prevModelMatrix * vec4(useDeform ? prv : pos, 1.0)).xyz;
+ currWorldPos = (currModelMatrix * vec4(pos, 1.0)).xyz;
+ nextWorldPos = (nextModelMatrix * vec4(useDeform ? nxt : pos, 1.0)).xyz;
+ /* Use jittered projmatrix to be able to match exact sample depth (depth equal test).
+ * Note that currModelMatrix needs to also be equal to ModelMatrix for the samples to match. */
+#ifndef HAIR
+ gl_Position = ViewProjectionMatrix * vec4(currWorldPos, 1.0);
+#else
+ gl_Position = ViewProjectionMatrix * vec4(wpos, 1.0);
+#endif
+}