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#ifdef USE_WORLD_CLIP_PLANES
# if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER)
# ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 WorldClipPlanes[6];
# endif
# define _world_clip_planes_calc_clip_distance(wpos, _clipplanes) \
{ \
vec4 _pos = vec4(wpos, 1.0); \
gl_ClipDistance[0] = dot(_clipplanes[0], _pos); \
gl_ClipDistance[1] = dot(_clipplanes[1], _pos); \
gl_ClipDistance[2] = dot(_clipplanes[2], _pos); \
gl_ClipDistance[3] = dot(_clipplanes[3], _pos); \
gl_ClipDistance[4] = dot(_clipplanes[4], _pos); \
gl_ClipDistance[5] = dot(_clipplanes[5], _pos); \
}
/* When all shaders are builtin shaders are migrated this could be applied directly. */
# ifdef USE_GPU_SHADER_CREATE_INFO
# define WorldClipPlanes clipPlanes.world
# endif
/* HACK Dirty hack to be able to override the definition in common_view_lib.glsl.
* Not doing this would require changing the include order in every shaders. */
# define world_clip_planes_calc_clip_distance(wpos) \
_world_clip_planes_calc_clip_distance(wpos, WorldClipPlanes)
# endif
# define world_clip_planes_set_clip_distance(c) \
{ \
gl_ClipDistance[0] = (c)[0]; \
gl_ClipDistance[1] = (c)[1]; \
gl_ClipDistance[2] = (c)[2]; \
gl_ClipDistance[3] = (c)[3]; \
gl_ClipDistance[4] = (c)[4]; \
gl_ClipDistance[5] = (c)[5]; \
}
#endif
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