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source/blender/draw/engines/eevee/shaders/world_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_utiltex_lib.glsl) | #pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(closure_eval_surface_lib.glsl) | #pragma BLENDER_REQUIRE(closure_eval_surface_lib.glsl) | ||||
| in vec2 pos; | |||||
| RESOURCE_ID_VARYING | RESOURCE_ID_VARYING | ||||
| void main() | void main() | ||||
| { | { | ||||
| GPU_INTEL_VERTEX_SHADER_WORKAROUND | GPU_INTEL_VERTEX_SHADER_WORKAROUND | ||||
| PASS_RESOURCE_ID | PASS_RESOURCE_ID | ||||
| gl_Position = vec4(pos, 1.0, 1.0); | gl_Position = vec4(pos, 1.0, 1.0); | ||||
| viewPosition = project_point(ProjectionMatrixInverse, vec3(pos, 0.0)); | viewPosition = project_point(ProjectionMatrixInverse, vec3(pos, 0.0)); | ||||
| worldPosition = transform_point(ViewMatrixInverse, viewPosition); | worldPosition = transform_point(ViewMatrixInverse, viewPosition); | ||||
| /* Not usable. */ | /* Not usable. */ | ||||
| viewNormal = vec3(0.0); | viewNormal = vec3(0.0); | ||||
| worldNormal = vec3(0.0); | worldNormal = vec3(0.0); | ||||
| } | } | ||||