Welcome to mirror list, hosted at ThFree Co, Russian Federation.

volumetric_geom.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 5226da57a0612300ef631327b9a1456f68da11d9 (plain)
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
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80

#pragma BLENDER_REQUIRE(common_view_lib.glsl)

#ifdef MESH_SHADER
/* TODO: tight slices. */
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
#else /* World */
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
#endif

in vec4 vPos[];

flat out int slice;

RESOURCE_ID_VARYING

#ifdef MESH_SHADER
/* TODO: tight slices. */
void main()
{
  gl_Layer = slice = int(vPos[0].z);

  PASS_RESOURCE_ID

#  ifdef USE_ATTR
  pass_attr(0);
#  endif
  gl_Position = vPos[0].xyww;
  EmitVertex();

#  ifdef USE_ATTR
  pass_attr(1);
#  endif
  gl_Position = vPos[1].xyww;
  EmitVertex();

#  ifdef USE_ATTR
  pass_attr(2);
#  endif
  gl_Position = vPos[2].xyww;
  EmitVertex();

  EndPrimitive();
}

#else /* World */

/* This is just a pass-through geometry shader that send the geometry
 * to the layer corresponding to its depth. */

void main()
{
  gl_Layer = slice = int(vPos[0].z);

  PASS_RESOURCE_ID

#  ifdef USE_ATTR
  pass_attr(0);
#  endif
  gl_Position = vPos[0].xyww;
  EmitVertex();

#  ifdef USE_ATTR
  pass_attr(1);
#  endif
  gl_Position = vPos[1].xyww;
  EmitVertex();

#  ifdef USE_ATTR
  pass_attr(2);
#  endif
  gl_Position = vPos[2].xyww;
  EmitVertex();

  EndPrimitive();
}

#endif