diff options
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.glsl | 59 |
1 files changed, 59 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..ef96bcbaedb --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl @@ -0,0 +1,59 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) + +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() +{ + GPU_INTEL_VERTEX_SHADER_WORKAROUND + +#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 +} |