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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_attribute_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_nodetree_eval_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_bsdf_stubs_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surface_lib.glsl)
/* TODO(fclem) remove use of macro. use interface block instead. */
RESOURCE_ID_VARYING
void main(void)
{
interp.P = point_object_to_world(pos);
interp.N = normal_object_to_world(nor);
interp.barycentric_coords = vec2(0.0);
interp.barycentric_dists = vec3(0.0);
PASS_RESOURCE_ID
attrib_load();
g_data = init_globals();
interp.P += nodetree_displacement();
gl_Position = point_world_to_ndc(interp.P);
}
#ifdef OBINFO_LIB
vec3 attr_load_orco(vec4 orco)
{
/* We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex
* attrib (which is [0,0,0,1]). */
if (orco.w == 0.0) {
return orco.xyz * 0.5 + 0.5;
}
else {
/* If the object does not have any deformation, the orco layer calculation is done on the fly
* using the orco_madd factors. */
return OrcoTexCoFactors[0].xyz + pos * OrcoTexCoFactors[1].xyz;
}
}
#endif
vec4 attr_load_tangent(vec4 tangent)
{
tangent.xyz = safe_normalize(normal_object_to_world(tangent.xyz));
return tangent;
}
/* Simple passthrough. */
vec4 attr_load_vec4(vec4 attr)
{
return attr;
}
vec3 attr_load_vec3(vec3 attr)
{
return attr;
}
vec2 attr_load_vec2(vec2 attr)
{
return attr;
}
vec4 attr_load_color(vec4 attr)
{
return attr;
}
vec3 attr_load_uv(vec3 attr)
{
return attr;
}
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