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uniform mat4 currModelMatrix;
uniform mat4 prevModelMatrix;
uniform mat4 nextModelMatrix;
uniform bool useDeform;
#ifdef HAIR
uniform samplerBuffer prvBuffer; /* RGBA32F */
uniform samplerBuffer nxtBuffer; /* RGBA32F */
#else
in vec3 pos;
in vec3 prv; /* Previous frame position. */
in vec3 nxt; /* Next frame position. */
#endif
out vec3 currWorldPos;
out vec3 prevWorldPos;
out vec3 nextWorldPos;
void main()
{
#ifdef HAIR
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
float time, thick_time, thickness;
vec3 tan, binor;
vec3 wpos;
hair_get_pos_tan_binor_time(is_persp,
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
wpos,
tan,
binor,
time,
thickness,
thick_time);
int id = hair_get_base_id();
vec3 pos = texelFetch(hairPointBuffer, id).point_position;
vec3 prv = texelFetch(prvBuffer, id).point_position;
vec3 nxt = texelFetch(nxtBuffer, id).point_position;
#endif
prevWorldPos = (prevModelMatrix * vec4(useDeform ? prv : pos, 1.0)).xyz;
currWorldPos = (currModelMatrix * vec4(pos, 1.0)).xyz;
nextWorldPos = (nextModelMatrix * vec4(useDeform ? nxt : pos, 1.0)).xyz;
/* Use jittered projmatrix to be able to match exact sample depth (depth equal test).
* Note that currModelMatrix needs to also be equal to ModelMatrix for the samples to match. */
#ifndef HAIR
gl_Position = ViewProjectionMatrix * vec4(currWorldPos, 1.0);
#else
gl_Position = ViewProjectionMatrix * vec4(wpos, 1.0);
#endif
}
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