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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl71
1 files changed, 71 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl
new file mode 100644
index 00000000000..87048e5c5d6
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl
@@ -0,0 +1,71 @@
+void normal_transform_object_to_world(vec3 vin, out vec3 vout)
+{
+ vout = normal_object_to_world(vin);
+}
+
+void normal_transform_world_to_object(vec3 vin, out vec3 vout)
+{
+ vout = normal_world_to_object(vin);
+}
+
+void direction_transform_object_to_world(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ModelMatrix, vin);
+}
+
+void direction_transform_object_to_view(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ModelMatrix, vin);
+ vout = transform_direction(ViewMatrix, vout);
+}
+
+void direction_transform_view_to_world(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ViewMatrixInverse, vin);
+}
+
+void direction_transform_view_to_object(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ViewMatrixInverse, vin);
+ vout = transform_direction(ModelMatrixInverse, vout);
+}
+
+void direction_transform_world_to_view(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ViewMatrix, vin);
+}
+
+void direction_transform_world_to_object(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ModelMatrixInverse, vin);
+}
+
+void point_transform_object_to_world(vec3 vin, out vec3 vout)
+{
+ vout = point_object_to_world(vin);
+}
+
+void point_transform_object_to_view(vec3 vin, out vec3 vout)
+{
+ vout = point_object_to_view(vin);
+}
+
+void point_transform_view_to_world(vec3 vin, out vec3 vout)
+{
+ vout = point_view_to_world(vin);
+}
+
+void point_transform_view_to_object(vec3 vin, out vec3 vout)
+{
+ vout = point_view_to_object(vin);
+}
+
+void point_transform_world_to_view(vec3 vin, out vec3 vout)
+{
+ vout = point_world_to_view(vin);
+}
+
+void point_transform_world_to_object(vec3 vin, out vec3 vout)
+{
+ vout = point_world_to_object(vin);
+}