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author | Clément Foucault <foucault.clem@gmail.com> | 2017-09-30 20:34:23 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-09-30 20:37:40 +0300 |
commit | 1054f65a29b0b9ee9cf7db8a4036e4a55506ce03 (patch) | |
tree | a3976079acd1863d7889ffd02ea3cdad8ec45f27 /source/blender/draw/modes/shaders | |
parent | 8249e1ce5e279b97e60cc847fe715a0e1a58a9f1 (diff) |
Object Mode : Add probes data outlines and selectability
This required some small changes to the data display shaders so that they match the way the object mode renders them.
Strangely enough, I had to remove the normal attribute from the display code because it was being not bound as soon as I created another rendering call in object mode. The problem may be deeper but I did not have time for this so I derive the normal from the sphere pos.
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r-- | source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl | 28 |
1 files changed, 28 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl b/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl new file mode 100644 index 00000000000..b47b3ee1cf4 --- /dev/null +++ b/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl @@ -0,0 +1,28 @@ + +in vec3 pos; +in vec3 nor; + +uniform mat4 ViewProjectionMatrix; + +uniform float sphere_size; +uniform ivec3 grid_resolution; +uniform vec3 corner; +uniform vec3 increment_x; +uniform vec3 increment_y; +uniform vec3 increment_z; + +void main() +{ + vec3 ls_cell_location; + /* Keep in sync with update_irradiance_probe */ + ls_cell_location.z = float(gl_InstanceID % grid_resolution.z); + ls_cell_location.y = float((gl_InstanceID / grid_resolution.z) % grid_resolution.y); + ls_cell_location.x = float(gl_InstanceID / (grid_resolution.z * grid_resolution.y)); + + vec3 ws_cell_location = corner + + (increment_x * ls_cell_location.x + + increment_y * ls_cell_location.y + + increment_z * ls_cell_location.z); + + gl_Position = ViewProjectionMatrix * vec4(pos * 0.02 * sphere_size + ws_cell_location, 1.0); +}
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