Changeset View
Changeset View
Standalone View
Standalone View
source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
| layout(triangles) in; | |||||
| layout(triangle_strip, max_vertices = 3) out; | |||||
| uniform int Layer; | |||||
| in vec4 vPos[]; | |||||
| flat in int face[]; | |||||
| flat out int fFace; | |||||
| out vec3 worldPosition; | |||||
| out vec3 viewPosition; /* Required. otherwise generate linking error. */ | |||||
| out vec3 worldNormal; /* Required. otherwise generate linking error. */ | |||||
| out vec3 viewNormal; /* Required. otherwise generate linking error. */ | |||||
| const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0), | const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0), | ||||
| vec3(-1.0, 0.0, 0.0), | vec3(-1.0, 0.0, 0.0), | ||||
| vec3(0.0, 1.0, 0.0), | vec3(0.0, 1.0, 0.0), | ||||
| vec3(0.0, -1.0, 0.0), | vec3(0.0, -1.0, 0.0), | ||||
| vec3(0.0, 0.0, 1.0), | vec3(0.0, 0.0, 1.0), | ||||
| vec3(0.0, 0.0, -1.0)); | vec3(0.0, 0.0, -1.0)); | ||||
| const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0), | const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0), | ||||
| vec3(0.0, 0.0, 1.0), | vec3(0.0, 0.0, 1.0), | ||||
| vec3(1.0, 0.0, 0.0), | vec3(1.0, 0.0, 0.0), | ||||
| vec3(1.0, 0.0, 0.0), | vec3(1.0, 0.0, 0.0), | ||||
| vec3(1.0, 0.0, 0.0), | vec3(1.0, 0.0, 0.0), | ||||
| vec3(-1.0, 0.0, 0.0)); | vec3(-1.0, 0.0, 0.0)); | ||||
| const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0), | const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0), | ||||
| vec3(0.0, -1.0, 0.0), | vec3(0.0, -1.0, 0.0), | ||||
| vec3(0.0, 0.0, 1.0), | vec3(0.0, 0.0, 1.0), | ||||
| vec3(0.0, 0.0, -1.0), | vec3(0.0, 0.0, -1.0), | ||||
| vec3(0.0, -1.0, 0.0), | vec3(0.0, -1.0, 0.0), | ||||
| vec3(0.0, -1.0, 0.0)); | vec3(0.0, -1.0, 0.0)); | ||||
| void main() | void main() | ||||
| { | { | ||||
| fFace = face[0]; | geom_iface.fFace = vert_iface[0].face; | ||||
| gl_Layer = Layer + fFace; | gl_Layer = Layer + geom_iface.fFace; | ||||
| for (int v = 0; v < 3; v++) { | for (int v = 0; v < 3; v++) { | ||||
| gl_Position = vPos[v]; | gl_Position = vert_iface[v].vPos; | ||||
| worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace]; | geom_iface.worldPosition = x_axis[geom_iface.fFace] * vert_iface[v].vPos.x + | ||||
| y_axis[geom_iface.fFace] * vert_iface[v].vPos.y + | |||||
| maj_axes[geom_iface.fFace]; | |||||
| EmitVertex(); | EmitVertex(); | ||||
| } | } | ||||
| EndPrimitive(); | EndPrimitive(); | ||||
| } | } | ||||