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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_attribute_lib.glsl)
#pragma BLENDER_REQUIRE(common_gpencil_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surface_lib.glsl)
/* Globals to feed the load functions */
vec2 uvs;
vec4 color;
/* TODO(fclem) remove use of macro. use interface block instead. */
RESOURCE_ID_VARYING
void main(void)
{
vec4 sspos;
vec2 aspect;
vec2 thickness;
gl_Position = gpencil_vertex(ma,
ma1,
ma2,
ma3,
pos,
pos1,
pos2,
pos3,
uv1,
uv2,
col1,
col2,
fcol1,
vec4(drw_view.viewport_size, drw_view.viewport_size_inverse),
interp.P,
interp.N,
color,
uvs,
sspos,
aspect,
thickness);
PASS_RESOURCE_ID
attrib_load();
}
vec3 attr_load_orco(vec4 orco)
{
vec3 lP = point_world_to_object(interp.P);
return OrcoTexCoFactors[0].xyz + lP * OrcoTexCoFactors[1].xyz;
}
vec4 attr_load_tangent(vec4 tangent)
{
/* TODO */
return vec4(0.0, 0.0, 0.0, 1.0);
}
/* Only have one uv and one color attribute layer. */
vec3 attr_load_uv(vec3 dummy)
{
return vec3(uvs, 0.0);
}
vec4 attr_load_color(vec4 dummy)
{
return color;
}
/* Not supported. */
vec4 attr_load_vec4(vec4 attr)
{
return vec4(0.0);
}
vec3 attr_load_vec3(vec3 attr)
{
return vec3(0.0);
}
vec2 attr_load_vec2(vec2 attr)
{
return vec2(0.0);
}
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