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source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
| #pragma BLENDER_REQUIRE(common_view_lib.glsl) | #pragma BLENDER_REQUIRE(common_view_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_math_lib.glsl) | #pragma BLENDER_REQUIRE(common_math_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_hair_lib.glsl) | #pragma BLENDER_REQUIRE(common_hair_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(surface_lib.glsl) | #pragma BLENDER_REQUIRE(surface_lib.glsl) | ||||
| in vec3 pos; | |||||
| in vec3 nor; | |||||
| void main() | void main() | ||||
| { | { | ||||
| GPU_INTEL_VERTEX_SHADER_WORKAROUND | GPU_INTEL_VERTEX_SHADER_WORKAROUND | ||||
| #ifdef HAIR_SHADER | #ifdef HAIR_SHADER | ||||
| hairStrandID = hair_get_strand_id(); | hairStrandID = hair_get_strand_id(); | ||||
| hairBary = hair_get_barycentric(); | hairBary = hair_get_barycentric(); | ||||
| vec3 pos, binor; | vec3 pos, binor; | ||||
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