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source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
| Show First 20 Lines • Show All 46 Lines • ▼ Show 20 Lines | vec3 coordinate_camera(vec3 P) | ||||
| vP = transform_point(ViewMatrix, P); | vP = transform_point(ViewMatrix, P); | ||||
| vP.z = -vP.z; | vP.z = -vP.z; | ||||
| return vP; | return vP; | ||||
| } | } | ||||
| vec3 coordinate_screen(vec3 P) | vec3 coordinate_screen(vec3 P) | ||||
| { | { | ||||
| vec3 window = vec3(0.0); | vec3 window = vec3(0.0); | ||||
| window.xy = project_point(ViewProjectionMatrix, P).xy * 0.5 + 0.5; | window.xy = project_point(ProjectionMatrix, transform_point(ViewMatrix, P)).xy * 0.5 + 0.5; | ||||
| window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw; | window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw; | ||||
| return window; | return window; | ||||
| } | } | ||||
| vec3 coordinate_reflect(vec3 P, vec3 N) | vec3 coordinate_reflect(vec3 P, vec3 N) | ||||
| { | { | ||||
| return vec3(0.0); | return vec3(0.0); | ||||
| } | } | ||||
| ▲ Show 20 Lines • Show All 121 Lines • Show Last 20 Lines | |||||