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uniform mat4 ViewProjectionMatrix;
uniform float sphere_size;
uniform ivec3 grid_resolution;
uniform vec3 corner;
uniform vec3 increment_x;
uniform vec3 increment_y;
uniform vec3 increment_z;
uniform vec3 screen_vecs[2];
uniform int call_id; /* we don't want the builtin callId which would be 0. */
uniform int baseId;
flat out uint finalId;
void main()
{
vec3 ls_cell_location;
/* Keep in sync with update_irradiance_probe */
ls_cell_location.z = float(gl_VertexID % grid_resolution.z);
ls_cell_location.y = float((gl_VertexID / grid_resolution.z) % grid_resolution.y);
ls_cell_location.x = float(gl_VertexID / (grid_resolution.z * grid_resolution.y));
vec3 ws_cell_location = corner +
(increment_x * ls_cell_location.x + increment_y * ls_cell_location.y +
increment_z * ls_cell_location.z);
gl_Position = ViewProjectionMatrix * vec4(ws_cell_location, 1.0);
gl_PointSize = 2.0f;
finalId = uint(baseId + call_id);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(ws_cell_location);
#endif
}
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