1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
|
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(surface_lib.glsl)
#ifndef HAIR_SHADER
in vec3 pos;
in vec3 nor;
#endif
RESOURCE_ID_VARYING
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
PASS_RESOURCE_ID
#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);
worldNormal = cross(hairTangent, binor);
vec3 world_pos = pos;
#else
vec3 world_pos = point_object_to_world(pos);
#endif
gl_Position = point_world_to_ndc(world_pos);
/* Used for planar reflections */
gl_ClipDistance[0] = dot(vec4(world_pos, 1.0), clipPlanes[0]);
#ifdef MESH_SHADER
worldPosition = world_pos;
viewPosition = point_world_to_view(worldPosition);
# ifndef HAIR_SHADER
worldNormal = normalize(normal_object_to_world(nor));
# endif
/* No need to normalize since this is just a rotation. */
viewNormal = normal_world_to_view(worldNormal);
# ifdef USE_ATTR
# ifdef HAIR_SHADER
pos = hair_get_strand_pos();
# endif
pass_attr(pos, NormalMatrix, ModelMatrixInverse);
# endif
#endif
}
|