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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl43
1 files changed, 21 insertions, 22 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
index b327878b63d..db780714091 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
@@ -1,14 +1,15 @@
/* XXX TODO fix code duplication */
struct CubeData {
- vec4 position_type;
- vec4 attenuation_fac_type;
- mat4 influencemat;
- mat4 parallaxmat;
+ vec4 position_type;
+ vec4 attenuation_fac_type;
+ mat4 influencemat;
+ mat4 parallaxmat;
};
-layout(std140) uniform probe_block {
- CubeData probes_data[MAX_PROBE];
+layout(std140) uniform probe_block
+{
+ CubeData probes_data[MAX_PROBE];
};
uniform float sphere_size;
@@ -17,27 +18,25 @@ uniform vec3 screen_vecs[2];
flat out int pid;
out vec2 quadCoord;
-const vec2 pos[6] = vec2[6](
- vec2(-1.0, -1.0),
- vec2( 1.0, -1.0),
- vec2(-1.0, 1.0),
+const vec2 pos[6] = vec2[6](vec2(-1.0, -1.0),
+ vec2(1.0, -1.0),
+ vec2(-1.0, 1.0),
- vec2( 1.0, -1.0),
- vec2( 1.0, 1.0),
- vec2(-1.0, 1.0)
-);
+ vec2(1.0, -1.0),
+ vec2(1.0, 1.0),
+ vec2(-1.0, 1.0));
void main()
{
- pid = 1 + (gl_VertexID / 6); /* +1 for the world */
- int vert_id = gl_VertexID % 6;
+ pid = 1 + (gl_VertexID / 6); /* +1 for the world */
+ int vert_id = gl_VertexID % 6;
- quadCoord = pos[vert_id];
+ quadCoord = pos[vert_id];
- vec3 ws_location = probes_data[pid].position_type.xyz;
- vec3 screen_pos = screen_vecs[0] * quadCoord.x + screen_vecs[1] * quadCoord.y;
- ws_location += screen_pos * sphere_size;
+ vec3 ws_location = probes_data[pid].position_type.xyz;
+ vec3 screen_pos = screen_vecs[0] * quadCoord.x + screen_vecs[1] * quadCoord.y;
+ ws_location += screen_pos * sphere_size;
- gl_Position = ViewProjectionMatrix * vec4(ws_location, 1.0);
- gl_Position.z += 0.0001; /* Small bias to let the icon draw without zfighting */
+ gl_Position = ViewProjectionMatrix * vec4(ws_location, 1.0);
+ gl_Position.z += 0.0001; /* Small bias to let the icon draw without zfighting */
}