overte-AleziaKurdis/libraries/render-utils/src/simple_procedural.slv
HifiExperiments 6e961b9f2f procedural vertex shaders
Signed-off-by: Kasen IO <kasenvr@gmail.com>
2019-12-12 22:49:48 -05:00

89 lines
No EOL
2.8 KiB
Text

<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// <$_SCRIBE_FILENAME$>
// Generated on <$_SCRIBE_DATE$>
//
// Created by Andrzej Kapolka on 9/15/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Inputs.slh@>
<@include gpu/Color.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include render-utils/ShaderConstants.h@>
<@if HIFI_USE_DEFORMED or HIFI_USE_DEFORMEDDQ@>
<@include MeshDeformer.slh@>
<@if HIFI_USE_DEFORMED@>
<$declareMeshDeformer(1, 1, 1, _SCRIBE_NULL, 1)$>
<@else@>
<$declareMeshDeformer(1, 1, 1, 1, 1)$>
<@endif@>
<$declareMeshDeformerActivation(1, 1)$>
<@endif@>
layout(location=RENDER_UTILS_ATTR_POSITION_MS) out vec4 _positionMS;
layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES;
layout(location=RENDER_UTILS_ATTR_NORMAL_MS) out vec3 _normalMS;
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color;
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
<@include procedural/ProceduralCommon.slh@>
#line 1001
//PROCEDURAL_BLOCK_BEGIN
void getProceduralVertex(inout ProceduralVertexData proceduralData) {}
//PROCEDURAL_BLOCK_END
#line 2030
void main(void) {
vec4 positionMS = inPosition;
vec3 normalMS = inNormal.xyz;
vec3 tangentMS = inTangent.xyz;
vec4 color = color_sRGBAToLinear(inColor);
vec2 texCoord0 = inTexCoord0.st;
<@if HIFI_USE_DEFORMED or HIFI_USE_DEFORMEDDQ@>
evalMeshDeformer(inPosition, positionMS, inNormal.xyz, normalMS, inTangent.xyz, tangentMS,
meshDeformer_doSkinning(_drawCallInfo.y), inSkinClusterIndex, inSkinClusterWeight,
meshDeformer_doBlendshape(_drawCallInfo.y), gl_VertexID);
<@endif@>
#if defined(PROCEDURAL_V1) || defined(PROCEDURAL_V2) || defined(PROCEDURAL_V3)
ProceduralVertexData proceduralData = ProceduralVertexData(
positionMS,
inPosition,
normalMS,
inNormal.xyz,
tangentMS,
inTangent.xyz,
color,
texCoord0
);
getProceduralVertex(proceduralData);
positionMS = proceduralData.position;
normalMS = proceduralData.normal;
color = proceduralData.color;
texCoord0 = proceduralData.texCoord0;
#endif
_positionMS = positionMS;
_normalMS = normalMS;
_color = color;
_texCoord01 = vec4(texCoord0, 0.0, 0.0);
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, positionMS, _positionES, gl_Position)$>
<$transformModelToWorldDir(cam, obj, normalMS, _normalWS)$>
}