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in vec3 pos;
uniform mat4 ViewProjectionMatrix;
uniform float sphere_size;
uniform int offset;
uniform ivec3 grid_resolution;
uniform vec3 corner;
uniform vec3 increment_x;
uniform vec3 increment_y;
uniform vec3 increment_z;
flat out int cellOffset;
out vec3 worldNormal;
void main()
{
vec3 ls_cell_location;
/* Keep in sync with update_irradiance_probe */
ls_cell_location.z = float(gl_InstanceID % grid_resolution.z);
ls_cell_location.y = float((gl_InstanceID / grid_resolution.z) % grid_resolution.y);
ls_cell_location.x = float(gl_InstanceID / (grid_resolution.z * grid_resolution.y));
cellOffset = offset + gl_InstanceID;
vec3 ws_cell_location = corner +
(increment_x * ls_cell_location.x +
increment_y * ls_cell_location.y +
increment_z * ls_cell_location.z);
gl_Position = ViewProjectionMatrix * vec4(pos * 0.02 * sphere_size + ws_cell_location, 1.0);
worldNormal = normalize(pos);
}
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