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
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
|
#ifndef HAIR_SHADER
in vec3 pos;
in vec3 nor;
in vec2 au; /* active texture layer */
# ifdef V3D_SHADING_VERTEX_COLOR
in vec4 ac; /* active color */
# endif
# define uv au
#else /* HAIR_SHADER */
# ifdef V3D_SHADING_TEXTURE_COLOR
uniform samplerBuffer au; /* active texture layer */
# endif
# ifdef V3D_SHADING_VERTEX_COLOR
uniform samplerBuffer ac; /* active color layer */
# endif
flat out float hair_rand;
#endif /* HAIR_SHADER */
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
out vec3 normal_viewport;
#endif
#ifdef V3D_SHADING_TEXTURE_COLOR
out vec2 uv_interp;
#endif
#ifdef V3D_SHADING_VERTEX_COLOR
out vec3 vertexColor;
#endif
#ifdef OBJECT_ID_PASS_ENABLED
RESOURCE_ID_VARYING
#endif
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
{
n = (n >> 13) ^ n;
int nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
return (float(nn) / 1073741824.0);
}
vec3 workbench_hair_hair_normal(vec3 tan, vec3 binor, float rand)
{
/* To "simulate" anisotropic shading, randomize hair normal per strand. */
vec3 nor = cross(tan, binor);
nor = normalize(mix(nor, -tan, rand * 0.1));
float cos_theta = (rand * 2.0 - 1.0) * 0.2;
float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
nor = nor * sin_theta + binor * cos_theta;
return nor;
}
void main()
{
#ifdef HAIR_SHADER
# ifdef V3D_SHADING_TEXTURE_COLOR
vec2 uv = hair_get_customdata_vec2(au);
# endif
float time, thick_time, thickness;
vec3 world_pos, tan, binor;
hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
world_pos,
tan,
binor,
time,
thickness,
thick_time);
hair_rand = integer_noise(hair_get_strand_id());
vec3 nor = workbench_hair_hair_normal(tan, binor, hair_rand);
#else
vec3 world_pos = point_object_to_world(pos);
#endif
gl_Position = point_world_to_ndc(world_pos);
#ifdef V3D_SHADING_TEXTURE_COLOR
uv_interp = uv;
#endif
#ifdef V3D_SHADING_VERTEX_COLOR
# ifndef HAIR_SHADER
vertexColor = ac.rgb;
# else
vertexColor = hair_get_customdata_vec4(ac).rgb;
# endif
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
# ifndef HAIR_SHADER
normal_viewport = normal_object_to_view(nor);
normal_viewport = normalize(normal_viewport);
# else
normal_viewport = normal_world_to_view(nor);
# endif
#endif
#ifdef OBJECT_ID_PASS_ENABLED
PASS_RESOURCE_ID
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
|