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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl35
1 files changed, 26 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
index a017a791e41..7a92b55e530 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
@@ -1,6 +1,4 @@
-in vec3 pos;
-
uniform float sphere_size;
uniform int offset;
uniform ivec3 grid_resolution;
@@ -8,25 +6,44 @@ uniform vec3 corner;
uniform vec3 increment_x;
uniform vec3 increment_y;
uniform vec3 increment_z;
+uniform vec3 screen_vecs[2];
flat out int cellOffset;
-out vec3 worldNormal;
+out vec2 quadCoord;
+
+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)
+);
void main()
{
+ int cell_id = gl_VertexID / 6;
+ int vert_id = gl_VertexID % 6;
+
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));
+ ls_cell_location.z = float(cell_id % grid_resolution.z);
+ ls_cell_location.y = float((cell_id / grid_resolution.z) % grid_resolution.y);
+ ls_cell_location.x = float(cell_id / (grid_resolution.z * grid_resolution.y));
- cellOffset = offset + gl_InstanceID;
+ cellOffset = offset + cell_id;
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);
- worldNormal = normalize(pos);
+
+ quadCoord = pos[vert_id];
+ vec3 screen_pos = screen_vecs[0] * quadCoord.x + screen_vecs[1] * quadCoord.y;
+ ws_cell_location += screen_pos * sphere_size;
+
+ gl_Position = ViewProjectionMatrix * vec4(ws_cell_location , 1.0);
+ gl_Position.z += 0.0001; /* Small bias to let the icon draw without zfighting */
}