<@include gpu/Config.slh@> <$VERSION_HEADER$> // <$_SCRIBE_FILENAME$> // Generated on <$_SCRIBE_DATE$> // // Created by Hifi Engine Team. // Copyright 2013 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 graphics/MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> <@include MeshDeformer.slh@> <$declareMeshDeformer(1, _SCRIBE_NULL, 1, _SCRIBE_NULL, 1)$> <$declareMeshDeformerActivation(1, 1)$> <@include LightingModel.slh@> <@include render-utils/ShaderConstants.h@> layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS; layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES; layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01; layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS; layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color; void main(void) { vec4 deformedPosition = vec4(0.0, 0.0, 0.0, 0.0); vec3 deformedNormal = vec3(0.0, 0.0, 0.0); evalMeshDeformer(inPosition, deformedPosition, inNormal.xyz, deformedNormal, meshDeformer_doSkinning(_drawCallInfo.y), inSkinClusterIndex, inSkinClusterWeight, meshDeformer_doBlendshape(_drawCallInfo.y), gl_VertexID); // pass along the color _color.rgb = color_sRGBToLinear(inColor.rgb); _color.a = inColor.a; // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToWorldAndEyeAndClipPos(cam, obj, deformedPosition, _positionWS, _positionES, gl_Position)$> <$transformModelToWorldDir(cam, obj, deformedNormal, _normalWS.xyz)$> TexMapArray texMapArray = getTexMapArray(); <$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _positionWS, _texCoord01.xy)$> <$evalTexMapArrayTexcoord1(texMapArray, inTexCoord1, _positionWS, _texCoord01.zw)$> }