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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelViewMatrix;
#ifndef USE_ATTR
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
#endif
#ifndef HAIR_SHADER
in vec3 pos;
in vec3 nor;
#endif
out vec3 worldPosition;
out vec3 viewPosition;
/* Used for planar reflections */
/* keep in sync with EEVEE_ClipPlanesUniformBuffer */
layout(std140) uniform clip_block
{
vec4 ClipPlanes[1];
};
out vec3 worldNormal;
out vec3 viewNormal;
#ifdef HAIR_SHADER
out vec3 hairTangent;
out float hairThickTime;
out float hairThickness;
out float hairTime;
flat out int hairStrandID;
#endif
void main()
{
#ifdef GPU_INTEL
/* Due to some shader compiler bug, we somewhat
* need to access gl_VertexID to make it work. even
* if it's actually dead code. */
gl_Position.x = float(gl_VertexID);
#endif
#ifdef HAIR_SHADER
hairStrandID = hair_get_strand_id();
vec3 pos, binor;
hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
pos,
hairTangent,
binor,
hairTime,
hairThickness,
hairThickTime);
gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
viewPosition = (ViewMatrix * vec4(pos, 1.0)).xyz;
worldPosition = pos;
hairTangent = normalize(hairTangent);
worldNormal = cross(binor, hairTangent);
viewNormal = mat3(ViewMatrix) * worldNormal;
#else
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
worldPosition = point_object_to_world(pos);
viewPosition = point_world_to_view(worldPosition);
worldNormal = normalize(normal_object_to_world(nor));
/* No need to normalize since this is just a rotation. */
viewNormal = normal_world_to_view(worldNormal);
#endif
/* Used for planar reflections */
gl_ClipDistance[0] = dot(vec4(worldPosition, 1.0), ClipPlanes[0]);
#ifdef USE_ATTR
pass_attr(pos);
#endif
}
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