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/** This describe the entire interface of the shader. */
/* Samplers */
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
/* Uniforms */
uniform float refractionDepth;
#define SURFACE_INTERFACE \
vec3 worldPosition; \
vec3 viewPosition; \
vec3 worldNormal; \
vec3 viewNormal;
#ifdef 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
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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