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vec3 calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2)
{
vec3 edge21 = pos2 - pos1;
vec3 edge10 = pos1 - pos0;
vec3 edge02 = pos0 - pos2;
vec3 d21 = normalize(edge21);
vec3 d10 = normalize(edge10);
vec3 d02 = normalize(edge02);
vec3 dists;
float d = dot(d21, edge02);
dists.x = sqrt(dot(edge02, edge02) - d * d);
d = dot(d02, edge10);
dists.y = sqrt(dot(edge10, edge10) - d * d);
d = dot(d10, edge21);
dists.z = sqrt(dot(edge21, edge21) - d * d);
return dists;
}
vec2 calc_barycentric_co(int vertid)
{
vec2 bary;
bary.x = float((vertid % 3) == 0);
bary.y = float((vertid % 3) == 1);
return bary;
}
#ifdef HAIR_SHADER
/* Hairs uv and col attributes are passed by bufferTextures. */
# define DEFINE_ATTR(type, attr) uniform samplerBuffer attr
# define GET_ATTR(type, attr) hair_get_customdata_##type(attr)
# define barycentric_get() hair_get_barycentric()
# define barycentric_resolve(bary) hair_resolve_barycentric(bary)
vec3 orco_get(vec3 local_pos, mat4 modelmatinv, vec4 orco_madd[2], const samplerBuffer orco_samp)
{
/* TODO: fix ORCO with modifiers. */
vec3 orco = (modelmatinv * vec4(local_pos, 1.0)).xyz;
return orco_madd[0].xyz + orco * orco_madd[1].xyz;
}
float hair_len_get(int id, const samplerBuffer len)
{
return texelFetch(len, id).x;
}
vec4 tangent_get(const samplerBuffer attr, mat3 normalmat)
{
/* Unsupported */
return vec4(0.0);
}
#else /* MESH_SHADER */
# define DEFINE_ATTR(type, attr) in type attr
# define GET_ATTR(type, attr) attr
/* Calculated in geom shader later with calc_barycentric_co. */
# define barycentric_get() vec2(0)
# define barycentric_resolve(bary) bary
vec3 orco_get(vec3 local_pos, mat4 modelmatinv, vec4 orco_madd[2], vec4 orco)
{
/* If the object does not have any deformation, the orco layer calculation is done on the fly
* using the orco_madd factors.
* We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex
* attrib (which is [0,0,0,1]). */
if (orco.w == 0.0) {
return orco.xyz * 0.5 + 0.5;
}
else {
return orco_madd[0].xyz + local_pos * orco_madd[1].xyz;
}
}
float hair_len_get(int id, const float len)
{
return len;
}
vec4 tangent_get(vec4 attr, mat3 normalmat)
{
vec4 tangent;
tangent.xyz = normalmat * attr.xyz;
tangent.w = attr.w;
float len_sqr = dot(tangent.xyz, tangent.xyz);
/* Normalize only if vector is not null. */
if (len_sqr > 0.0) {
tangent.xyz *= inversesqrt(len_sqr);
}
return tangent;
}
#endif
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