#pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(workbench_shader_interface_lib.glsl) #pragma BLENDER_REQUIRE(workbench_common_lib.glsl) #pragma BLENDER_REQUIRE(workbench_material_lib.glsl) #pragma BLENDER_REQUIRE(workbench_image_lib.glsl) in vec3 pos; in vec3 nor; in vec4 ac; /* active color */ in vec2 au; /* active texture layer */ void main() { vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif uv_interp = au; normal_interp = normalize(normal_object_to_view(nor)); #ifdef OPAQUE_MATERIAL float metallic, roughness; #endif workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic); if (materialIndex == 0) { color_interp = ac.rgb; } #ifdef OPAQUE_MATERIAL packed_rough_metal = workbench_float_pair_encode(roughness, metallic); #endif object_id = int(uint(resource_handle) & 0xFFFFu) + 1; }