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#pragma BLENDER_REQUIRE(common_hair_lib.glsl) /* TODO rename to curve. */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_attributes_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
void main()
{
init_interface();
vec3 T;
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
hair_get_pos_tan_binor_time(is_persp,
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
interp.P,
T,
interp.curves_binormal,
interp.curves_time,
interp.curves_thickness,
interp.curves_time_width);
interp.N = cross(T, interp.curves_binormal);
interp.curves_strand_id = hair_get_strand_id();
interp.barycentric_coords = hair_get_barycentric();
init_globals();
attrib_load();
interp.P += nodetree_displacement();
gl_Position = point_world_to_ndc(interp.P);
}
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