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https://github.com/AleziaKurdis/overte.git
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89 lines
No EOL
2.8 KiB
Text
89 lines
No EOL
2.8 KiB
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// <$_SCRIBE_FILENAME$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Created by Andrzej Kapolka on 9/15/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Inputs.slh@>
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<@include gpu/Color.slh@>
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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<@include render-utils/ShaderConstants.h@>
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<@if HIFI_USE_DEFORMED or HIFI_USE_DEFORMEDDQ@>
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<@include MeshDeformer.slh@>
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<@if HIFI_USE_DEFORMED@>
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<$declareMeshDeformer(1, 1, 1, _SCRIBE_NULL, 1)$>
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<@else@>
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<$declareMeshDeformer(1, 1, 1, 1, 1)$>
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<@endif@>
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<$declareMeshDeformerActivation(1, 1)$>
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<@endif@>
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layout(location=RENDER_UTILS_ATTR_POSITION_MS) out vec4 _positionMS;
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layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES;
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layout(location=RENDER_UTILS_ATTR_NORMAL_MS) out vec3 _normalMS;
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layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS;
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layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color;
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
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<@include procedural/ProceduralCommon.slh@>
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#line 1001
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//PROCEDURAL_BLOCK_BEGIN
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void getProceduralVertex(inout ProceduralVertexData proceduralData) {}
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//PROCEDURAL_BLOCK_END
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#line 2030
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void main(void) {
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vec4 positionMS = inPosition;
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vec3 normalMS = inNormal.xyz;
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vec3 tangentMS = inTangent.xyz;
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vec4 color = color_sRGBAToLinear(inColor);
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vec2 texCoord0 = inTexCoord0.st;
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<@if HIFI_USE_DEFORMED or HIFI_USE_DEFORMEDDQ@>
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evalMeshDeformer(inPosition, positionMS, inNormal.xyz, normalMS, inTangent.xyz, tangentMS,
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meshDeformer_doSkinning(_drawCallInfo.y), inSkinClusterIndex, inSkinClusterWeight,
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meshDeformer_doBlendshape(_drawCallInfo.y), gl_VertexID);
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<@endif@>
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#if defined(PROCEDURAL_V1) || defined(PROCEDURAL_V2) || defined(PROCEDURAL_V3)
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ProceduralVertexData proceduralData = ProceduralVertexData(
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positionMS,
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inPosition,
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normalMS,
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inNormal.xyz,
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tangentMS,
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inTangent.xyz,
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color,
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texCoord0
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);
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getProceduralVertex(proceduralData);
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positionMS = proceduralData.position;
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normalMS = proceduralData.normal;
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color = proceduralData.color;
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texCoord0 = proceduralData.texCoord0;
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#endif
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_positionMS = positionMS;
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_normalMS = normalMS;
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_color = color;
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_texCoord01 = vec4(texCoord0, 0.0, 0.0);
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, positionMS, _positionES, gl_Position)$>
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<$transformModelToWorldDir(cam, obj, normalMS, _normalWS)$>
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} |