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object_lightprobe_grid_vert.glsl « shaders « modes « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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in vec3 pos;
in vec3 nor;

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 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_InstanceID % grid_resolution.z);
	ls_cell_location.y = float((gl_InstanceID / grid_resolution.z) % grid_resolution.y);
	ls_cell_location.x = float(gl_InstanceID / (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(pos * 0.02 * sphere_size + ws_cell_location, 1.0);

	finalId = uint(baseId + call_id);
}