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/** This describe the entire interface of the shader. */
#define SURFACE_INTERFACE \
vec3 worldPosition; \
vec3 viewPosition; \
vec3 worldNormal; \
vec3 viewNormal;
#if defined(STEP_RESOLVE) || defined(STEP_RAYTRACE)
/* SSR will set these global variables itself.
* Also make false positive compiler warnings disapear by setting values. */
vec3 worldPosition = vec3(0);
vec3 viewPosition = vec3(0);
vec3 worldNormal = vec3(0);
vec3 viewNormal = vec3(0);
#elif defined(GPU_GEOMETRY_SHADER)
in ShaderStageInterface{SURFACE_INTERFACE} dataIn[];
out ShaderStageInterface{SURFACE_INTERFACE} dataOut;
# define PASS_SURFACE_INTERFACE(vert) \
dataOut.worldPosition = dataIn[vert].worldPosition; \
dataOut.viewPosition = dataIn[vert].viewPosition; \
dataOut.worldNormal = dataIn[vert].worldNormal; \
dataOut.viewNormal = dataIn[vert].viewNormal;
#else /* GPU_VERTEX_SHADER || GPU_FRAGMENT_SHADER*/
IN_OUT ShaderStageInterface{SURFACE_INTERFACE};
#endif
#ifdef HAIR_SHADER
IN_OUT ShaderHairInterface
{
/* world space */
vec3 hairTangent;
float hairThickTime;
float hairThickness;
float hairTime;
flat int hairStrandID;
};
#endif
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