overte-HifiExperiments/libraries/render-utils/src/model.slv
2019-06-03 19:36:01 -07:00

105 lines
3.8 KiB
Text

<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// <$_SCRIBE_FILENAME$>
// Generated on <$_SCRIBE_DATE$>
//
// Created by Hifi Engine Team
// Copyright 2019 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 render-utils/ShaderConstants.h@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include graphics/MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$>
<@if HIFI_USE_DEFORMED or HIFI_USE_DEFORMEDDQ@>
<@include MeshDeformer.slh@>
<@if HIFI_USE_DEFORMED@>
<@if HIFI_USE_SHADOW@>
<$declareMeshDeformer(_SCRIBE_NULL, _SCRIBE_NULL, 1, _SCRIBE_NULL, 1)$>
<@elif not HIFI_USE_NORMALMAP@>
<$declareMeshDeformer(1, _SCRIBE_NULL, 1, _SCRIBE_NULL, 1)$>
<@else@>
<$declareMeshDeformer(1, 1, 1, _SCRIBE_NULL, 1)$>
<@endif@>
<@else@>
<@if HIFI_USE_SHADOW@>
<$declareMeshDeformer(_SCRIBE_NULL, _SCRIBE_NULL, 1, 1, 1)$>
<@elif not HIFI_USE_NORMALMAP@>
<$declareMeshDeformer(1, _SCRIBE_NULL, 1, 1, 1)$>
<@else@>
<$declareMeshDeformer(1, 1, 1, 1, 1)$>
<@endif@>
<@endif@>
<$declareMeshDeformerActivation(1, 1)$>
<@endif@>
layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS;
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
<@if not HIFI_USE_SHADOW@>
layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES;
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color;
<@if HIFI_USE_NORMALMAP@>
layout(location=RENDER_UTILS_ATTR_TANGENT_WS) out vec3 _tangentWS;
<@endif@>
<@endif@>
void main(void) {
vec4 positionMS = inPosition;
vec3 normalMS = inNormal.xyz;
vec3 tangentMS = inTangent.xyz;
<@if HIFI_USE_DEFORMED or HIFI_USE_DEFORMEDDQ@>
evalMeshDeformer(inPosition, positionMS,
<@if not HIFI_USE_SHADOW@>
inNormal.xyz, normalMS,
<@if HIFI_USE_NORMALMAP@>
inTangent.xyz, tangentMS,
<@endif@>
<@endif@>
meshDeformer_doSkinning(_drawCallInfo.y), inSkinClusterIndex, inSkinClusterWeight,
meshDeformer_doBlendshape(_drawCallInfo.y), gl_VertexID);
<@endif@>
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<@if not HIFI_USE_SHADOW@>
<$transformModelToWorldAndEyeAndClipPos(cam, obj, positionMS, _positionWS, _positionES, gl_Position)$>
<$transformModelToWorldDir(cam, obj, normalMS, _normalWS)$>
<@else@>
<$transformModelToClipPos(cam, obj, positionMS, gl_Position)$>
<$transformModelToWorldPos(obj, positionMS, _positionWS)$>
<@endif@>
<@if HIFI_USE_NORMALMAP@>
<$transformModelToWorldDir(cam, obj, tangentMS, _tangentWS)$>
<@endif@>
<@if HIFI_USE_SHADOW@>
Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat);
// If we have an opacity mask than we need the first tex coord
if ((matKey & OPACITY_MASK_MAP_BIT) != 0) {
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _positionWS, _texCoord01.xy)$>
_texCoord01.zw = vec2(0.0);
} else {
_texCoord01 = vec4(0.0);
}
<@else@>
_color = color_sRGBAToLinear(inColor);
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _positionWS, _texCoord01.xy)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord1, _positionWS, _texCoord01.zw)$>
<@endif@>
}