vec3 mtex_2d_mapping(vec3 vec) { return vec3(vec.xy * 0.5 + vec2(0.5), vec.z); } void generated_from_orco(vec3 orco, out vec3 generated) { #ifdef VOLUMETRICS # ifdef MESH_SHADER generated = volumeObjectLocalCoord; # else generated = worldPosition; # endif #else generated = orco; #endif } void generated_texco(vec3 I, vec3 attr_orco, out vec3 generated) { vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); vec4 co_homogenous = (ProjectionMatrixInverse * v); vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); co.xyz = normalize(co.xyz); #if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) generated = (ViewMatrixInverse * co).xyz; #else generated_from_orco(attr_orco, generated); #endif } void node_tex_coord(vec3 I, vec3 wN, mat4 obmatinv, vec4 camerafac, vec3 attr_orco, vec3 attr_uv, out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object, out vec3 camera, out vec3 window, out vec3 reflection) { generated = attr_orco; normal = normalize(normal_world_to_object(wN)); uv = attr_uv; object = (obmatinv * (ViewMatrixInverse * vec4(I, 1.0))).xyz; camera = vec3(I.xy, -I.z); vec4 projvec = ProjectionMatrix * vec4(I, 1.0); window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0); reflection = -reflect(cameraVec(worldPosition), normalize(wN)); } void node_tex_coord_background(vec3 I, vec3 N, mat4 obmatinv, vec4 camerafac, vec3 attr_orco, vec3 attr_uv, out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object, out vec3 camera, out vec3 window, out vec3 reflection) { vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); vec4 co_homogenous = (ProjectionMatrixInverse * v); vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); co = normalize(co); vec3 coords = (ViewMatrixInverse * co).xyz; generated = coords; normal = -coords; uv = vec3(attr_uv.xy, 0.0); object = (obmatinv * vec4(coords, 1.0)).xyz; camera = vec3(co.xy, -co.z); window = vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0); reflection = -coords; } #if defined(WORLD_BACKGROUND) || (defined(PROBE_CAPTURE) && !defined(MESH_SHADER)) # define node_tex_coord node_tex_coord_background #endif