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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.glsl31
1 files changed, 31 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
index f9011f5ae4e..95cd69ba310 100644
--- a/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
@@ -4,9 +4,14 @@ 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;
@@ -14,10 +19,36 @@ 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
}