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vec3 mtex_2d_mapping(vec3 vec)
{
return vec3(vec.xy * 0.5 + vec2(0.5), vec.z);
}
void generated_from_orco(vec3 orco, out vec3 generated)
{
#ifdef VOLUMETRICS
# ifdef MESH_SHADER
generated = volumeObjectLocalCoord;
# else
generated = worldPosition;
# endif
#else
generated = orco;
#endif
}
void generated_texco(vec3 I, vec3 attr_orco, out vec3 generated)
{
vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
co.xyz = normalize(co.xyz);
#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
generated = (ViewMatrixInverse * co).xyz;
#else
generated_from_orco(attr_orco, generated);
#endif
}
void node_tex_coord(vec3 I,
vec3 wN,
mat4 obmatinv,
vec4 camerafac,
vec3 attr_orco,
vec3 attr_uv,
out vec3 generated,
out vec3 normal,
out vec3 uv,
out vec3 object,
out vec3 camera,
out vec3 window,
out vec3 reflection)
{
generated = attr_orco;
normal = normalize(normal_world_to_object(wN));
uv = attr_uv;
object = (obmatinv * (ViewMatrixInverse * vec4(I, 1.0))).xyz;
camera = vec3(I.xy, -I.z);
vec4 projvec = ProjectionMatrix * vec4(I, 1.0);
window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0);
reflection = -reflect(cameraVec, normalize(wN));
}
void node_tex_coord_background(vec3 I,
vec3 N,
mat4 obmatinv,
vec4 camerafac,
vec3 attr_orco,
vec3 attr_uv,
out vec3 generated,
out vec3 normal,
out vec3 uv,
out vec3 object,
out vec3 camera,
out vec3 window,
out vec3 reflection)
{
vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
co = normalize(co);
vec3 coords = (ViewMatrixInverse * co).xyz;
generated = coords;
normal = -coords;
uv = vec3(attr_uv.xy, 0.0);
object = (obmatinv * vec4(coords, 1.0)).xyz;
camera = vec3(co.xy, -co.z);
window = vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0);
reflection = -coords;
}
#if defined(WORLD_BACKGROUND) || (defined(PROBE_CAPTURE) && !defined(MESH_SHADER))
# define node_tex_coord node_tex_coord_background
#endif
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