uniform mat4 ModelMatrix; uniform mat4 ModelMatrixInverse; #ifndef HAIR_SHADER in vec3 pos; in vec3 nor; in vec2 u; /* active texture layer */ # ifdef V3D_SHADING_VERTEX_COLOR in vec3 c; /* active color */ # endif # define uv u #else /* HAIR_SHADER */ # ifdef V3D_SHADING_TEXTURE_COLOR uniform samplerBuffer u; /* active texture layer */ # endif flat out float hair_rand; #endif /* HAIR_SHADER */ #ifdef NORMAL_VIEWPORT_PASS_ENABLED out vec3 normal_viewport; #endif #ifdef V3D_SHADING_TEXTURE_COLOR out vec2 uv_interp; #endif #ifdef V3D_SHADING_VERTEX_COLOR out vec3 vertexColor; #endif /* From http://libnoise.sourceforge.net/noisegen/index.html */ float integer_noise(int n) { n = (n >> 13) ^ n; int nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; return (float(nn) / 1073741824.0); } #ifdef V3D_SHADING_VERTEX_COLOR vec3 srgb_to_linear_attr(vec3 c) { c = max(c, vec3(0.0)); vec3 c1 = c * (1.0 / 12.92); vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4)); return mix(c1, c2, step(vec3(0.04045), c)); } #endif vec3 workbench_hair_hair_normal(vec3 tan, vec3 binor, float rand) { /* To "simulate" anisotropic shading, randomize hair normal per strand. */ tan = normalize(tan); vec3 nor = normalize(cross(binor, tan)); // nor = normalize(mix(nor, -tan, rand * 0.1)); // float cos_theta = (rand * 2.0 - 1.0) * 0.2; // float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta)); // nor = nor * sin_theta + binor * cos_theta; return nor; } void main() { #ifdef HAIR_SHADER # ifdef V3D_SHADING_TEXTURE_COLOR vec2 uv = hair_get_customdata_vec2(u); # endif float time, thick_time, thickness; vec3 world_pos, tan, binor; hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0), ModelMatrixInverse, ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz, world_pos, tan, binor, time, thickness, thick_time); hair_rand = integer_noise(hair_get_strand_id()); vec3 nor = workbench_hair_hair_normal(tan, binor, hair_rand); #else vec3 world_pos = point_object_to_world(pos); #endif gl_Position = point_world_to_ndc(world_pos); #ifdef V3D_SHADING_TEXTURE_COLOR uv_interp = uv; #endif #ifdef V3D_SHADING_VERTEX_COLOR # ifndef HAIR_SHADER vertexColor = srgb_to_linear_attr(c); # endif #endif #ifdef NORMAL_VIEWPORT_PASS_ENABLED normal_viewport = normal_object_to_view(nor); # ifndef HAIR_SHADER normal_viewport = normalize(normal_viewport); # endif #endif #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }