From 146f934019d4c502e40c25806ddd5e37d63cee4b Mon Sep 17 00:00:00 2001 From: Olivier Prat Date: Mon, 17 Jul 2017 11:59:10 +0200 Subject: [PATCH] Cleaned up shader code as fade position is now world position --- libraries/entities-renderer/src/polyvox_fade.slf | 3 +-- libraries/entities-renderer/src/polyvox_fade.slv | 4 ---- libraries/render-utils/src/Fade.slh | 7 ------- libraries/render-utils/src/model_fade.slf | 4 ++-- libraries/render-utils/src/model_fade.slv | 6 ++---- libraries/render-utils/src/model_lightmap_fade.slf | 4 ++-- libraries/render-utils/src/model_lightmap_fade.slv | 6 ++---- .../render-utils/src/model_lightmap_normal_map_fade.slf | 4 ++-- .../render-utils/src/model_lightmap_normal_map_fade.slv | 6 ++---- .../src/model_lightmap_normal_specular_map_fade.slf | 4 ++-- .../render-utils/src/model_lightmap_specular_map_fade.slf | 4 ++-- libraries/render-utils/src/model_normal_map_fade.slf | 4 ++-- libraries/render-utils/src/model_normal_map_fade.slv | 6 ++---- .../render-utils/src/model_normal_specular_map_fade.slf | 4 ++-- libraries/render-utils/src/model_shadow_fade.slf | 4 ++-- libraries/render-utils/src/model_shadow_fade.slv | 6 ++---- libraries/render-utils/src/model_specular_map_fade.slf | 4 ++-- libraries/render-utils/src/model_translucent_fade.slf | 4 ++-- .../render-utils/src/model_translucent_unlit_fade.slf | 4 ++-- libraries/render-utils/src/model_unlit_fade.slf | 4 ++-- libraries/render-utils/src/simple_fade.slf | 4 ++-- libraries/render-utils/src/simple_fade.slv | 6 ++---- libraries/render-utils/src/simple_textured_fade.slf | 4 ++-- libraries/render-utils/src/simple_textured_unlit_fade.slf | 4 ++-- .../render-utils/src/simple_transparent_textured_fade.slf | 4 ++-- .../src/simple_transparent_textured_unlit_fade.slf | 4 ++-- libraries/render-utils/src/skin_model_fade.slv | 6 ++---- libraries/render-utils/src/skin_model_normal_map_fade.slv | 6 ++---- libraries/render-utils/src/skin_model_shadow_fade.slf | 4 ++-- libraries/render-utils/src/skin_model_shadow_fade.slv | 6 ++---- 30 files changed, 55 insertions(+), 85 deletions(-) diff --git a/libraries/entities-renderer/src/polyvox_fade.slf b/libraries/entities-renderer/src/polyvox_fade.slf index 29bd51200a..7aac6049e3 100644 --- a/libraries/entities-renderer/src/polyvox_fade.slf +++ b/libraries/entities-renderer/src/polyvox_fade.slf @@ -19,7 +19,6 @@ in vec3 _normal; in vec4 _position; in vec4 _worldPosition; -in vec4 _worldFadePosition; uniform sampler2D xMap; uniform sampler2D yMap; @@ -31,7 +30,7 @@ uniform vec3 voxelVolumeSize; void main(void) { vec3 emissive; - applyFade(_worldFadePosition.xyz, emissive); + applyFade(_worldPosition.xyz, emissive); vec3 worldNormal = cross(dFdy(_worldPosition.xyz), dFdx(_worldPosition.xyz)); worldNormal = normalize(worldNormal); diff --git a/libraries/entities-renderer/src/polyvox_fade.slv b/libraries/entities-renderer/src/polyvox_fade.slv index f024957677..490a2a9ff0 100644 --- a/libraries/entities-renderer/src/polyvox_fade.slv +++ b/libraries/entities-renderer/src/polyvox_fade.slv @@ -17,12 +17,9 @@ <$declareStandardTransform()$> -<@include Fade.slh@> - out vec4 _position; out vec4 _worldPosition; out vec3 _normal; -out vec4 _worldFadePosition; void main(void) { // standard transform @@ -30,6 +27,5 @@ void main(void) { TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> <$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$> - <$transformModelToWorldPos(obj, inPosition, _worldFadePosition)$> _worldPosition = inPosition; } diff --git a/libraries/render-utils/src/Fade.slh b/libraries/render-utils/src/Fade.slh index 9d403da7b6..488964f843 100644 --- a/libraries/render-utils/src/Fade.slh +++ b/libraries/render-utils/src/Fade.slh @@ -9,13 +9,6 @@ <@if not FADE_SLH@> <@def FADE_SLH@> -<@func transformModelToFadePos(objectTransform, objectPosition, fadePosition)@> - { - vec4 objectVector = vec4(<$objectPosition$>.xyz, 1.f); - <$transformModelToWorldPos($objectTransform$, objectVector, $fadePosition$)$> - } -<@endfunc@> - <@func declareFadeFragment()@> diff --git a/libraries/render-utils/src/model_fade.slf b/libraries/render-utils/src/model_fade.slf index 7d145bc76b..172d7ddbee 100644 --- a/libraries/render-utils/src/model_fade.slf +++ b/libraries/render-utils/src/model_fade.slf @@ -22,7 +22,7 @@ <$declareFadeFragment()$> in vec4 _position; -in vec4 _worldFadePosition; +in vec4 _worldPosition; in vec3 _normal; in vec3 _color; in vec2 _texCoord0; @@ -32,7 +32,7 @@ in vec2 _texCoord1; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_fade.slv b/libraries/render-utils/src/model_fade.slv index cd0140c78c..4c6bc534a9 100644 --- a/libraries/render-utils/src/model_fade.slv +++ b/libraries/render-utils/src/model_fade.slv @@ -19,13 +19,11 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -<@include Fade.slh@> - out float _alpha; out vec2 _texCoord0; out vec2 _texCoord1; out vec4 _position; -out vec4 _worldFadePosition; +out vec4 _worldPosition; out vec3 _normal; out vec3 _color; @@ -41,6 +39,6 @@ void main(void) { TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> - <$transformModelToFadePos(obj, inPosition, _worldFadePosition)$> + <$transformModelToWorldPos(obj, inPosition, _worldPosition)$> <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$> } diff --git a/libraries/render-utils/src/model_lightmap_fade.slf b/libraries/render-utils/src/model_lightmap_fade.slf index ccad86214a..7ca5fc0a22 100644 --- a/libraries/render-utils/src/model_lightmap_fade.slf +++ b/libraries/render-utils/src/model_lightmap_fade.slf @@ -28,12 +28,12 @@ in vec2 _texCoord0; in vec2 _texCoord1; in vec3 _normal; in vec3 _color; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_lightmap_fade.slv b/libraries/render-utils/src/model_lightmap_fade.slv index 8ba9717b4c..561049d614 100644 --- a/libraries/render-utils/src/model_lightmap_fade.slv +++ b/libraries/render-utils/src/model_lightmap_fade.slv @@ -17,8 +17,6 @@ <@include gpu/Transform.slh@> <$declareStandardTransform()$> -<@include Fade.slh@> - <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> @@ -27,7 +25,7 @@ out vec2 _texCoord0; out vec2 _texCoord1; out vec3 _normal; out vec3 _color; -out vec4 _worldFadePosition; +out vec4 _worldPosition; void main(void) { // pass along the color in linear space @@ -42,7 +40,7 @@ void main(void) { TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> - <$transformModelToFadePos(obj, inPosition, _worldFadePosition)$> + <$transformModelToWorldPos(obj, inPosition, _worldPosition)$> <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$> } diff --git a/libraries/render-utils/src/model_lightmap_normal_map_fade.slf b/libraries/render-utils/src/model_lightmap_normal_map_fade.slf index a1dbd398ee..82c5a11529 100644 --- a/libraries/render-utils/src/model_lightmap_normal_map_fade.slf +++ b/libraries/render-utils/src/model_lightmap_normal_map_fade.slf @@ -29,12 +29,12 @@ in vec2 _texCoord1; in vec3 _normal; in vec3 _tangent; in vec3 _color; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_lightmap_normal_map_fade.slv b/libraries/render-utils/src/model_lightmap_normal_map_fade.slv index e081db103b..4049fb0077 100644 --- a/libraries/render-utils/src/model_lightmap_normal_map_fade.slv +++ b/libraries/render-utils/src/model_lightmap_normal_map_fade.slv @@ -17,8 +17,6 @@ <@include gpu/Transform.slh@> <$declareStandardTransform()$> -<@include Fade.slh@> - <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> @@ -28,7 +26,7 @@ out vec2 _texCoord1; out vec3 _normal; out vec3 _tangent; out vec3 _color; -out vec4 _worldFadePosition; +out vec4 _worldPosition; void main(void) { // pass along the color in linear space @@ -42,7 +40,7 @@ void main(void) { TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> - <$transformModelToFadePos(obj, inPosition, _worldFadePosition)$> + <$transformModelToWorldPos(obj, inPosition, _worldPosition)$> <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$> <$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$> } diff --git a/libraries/render-utils/src/model_lightmap_normal_specular_map_fade.slf b/libraries/render-utils/src/model_lightmap_normal_specular_map_fade.slf index d7a8697b7a..7314753ae6 100644 --- a/libraries/render-utils/src/model_lightmap_normal_specular_map_fade.slf +++ b/libraries/render-utils/src/model_lightmap_normal_specular_map_fade.slf @@ -29,12 +29,12 @@ in vec2 _texCoord1; in vec3 _normal; in vec3 _tangent; in vec3 _color; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_lightmap_specular_map_fade.slf b/libraries/render-utils/src/model_lightmap_specular_map_fade.slf index c4280ed6d1..e17512fe7f 100644 --- a/libraries/render-utils/src/model_lightmap_specular_map_fade.slf +++ b/libraries/render-utils/src/model_lightmap_specular_map_fade.slf @@ -28,12 +28,12 @@ in vec2 _texCoord0; in vec2 _texCoord1; in vec3 _normal; in vec3 _color; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_normal_map_fade.slf b/libraries/render-utils/src/model_normal_map_fade.slf index d5f0c56b4b..6134e871da 100644 --- a/libraries/render-utils/src/model_normal_map_fade.slf +++ b/libraries/render-utils/src/model_normal_map_fade.slf @@ -23,7 +23,7 @@ <$declareFadeFragment()$> in vec4 _position; -in vec4 _worldFadePosition; +in vec4 _worldPosition; in vec2 _texCoord0; in vec2 _texCoord1; in vec3 _normal; @@ -33,7 +33,7 @@ in vec3 _color; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_normal_map_fade.slv b/libraries/render-utils/src/model_normal_map_fade.slv index 7250c1e842..a71900d5c3 100644 --- a/libraries/render-utils/src/model_normal_map_fade.slv +++ b/libraries/render-utils/src/model_normal_map_fade.slv @@ -20,10 +20,8 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -<@include Fade.slh@> - out vec4 _position; -out vec4 _worldFadePosition; +out vec4 _worldPosition; out vec2 _texCoord0; out vec2 _texCoord1; out vec3 _normal; @@ -44,7 +42,7 @@ void main(void) { TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> - <$transformModelToFadePos(obj, inPosition, _worldFadePosition)$> + <$transformModelToWorldPos(obj, inPosition, _worldPosition)$> <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$> <$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$> } diff --git a/libraries/render-utils/src/model_normal_specular_map_fade.slf b/libraries/render-utils/src/model_normal_specular_map_fade.slf index bdf917efea..59ee0e9927 100644 --- a/libraries/render-utils/src/model_normal_specular_map_fade.slf +++ b/libraries/render-utils/src/model_normal_specular_map_fade.slf @@ -28,12 +28,12 @@ in vec2 _texCoord1; in vec3 _normal; in vec3 _tangent; in vec3 _color; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_shadow_fade.slf b/libraries/render-utils/src/model_shadow_fade.slf index 76720d6053..a697ba4f12 100644 --- a/libraries/render-utils/src/model_shadow_fade.slf +++ b/libraries/render-utils/src/model_shadow_fade.slf @@ -17,10 +17,10 @@ layout(location = 0) out vec4 _fragColor; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { - applyFadeClip(_worldFadePosition.xyz); + applyFadeClip(_worldPosition.xyz); // pass-through to set z-buffer _fragColor = vec4(1.0, 1.0, 1.0, 0.0); diff --git a/libraries/render-utils/src/model_shadow_fade.slv b/libraries/render-utils/src/model_shadow_fade.slv index 4b6e2e1dc1..8762f1dd90 100644 --- a/libraries/render-utils/src/model_shadow_fade.slv +++ b/libraries/render-utils/src/model_shadow_fade.slv @@ -16,16 +16,14 @@ <@include gpu/Transform.slh@> -<@include Fade.slh@> - <$declareStandardTransform()$> -out vec4 _worldFadePosition; +out vec4 _worldPosition; void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToClipPos(cam, obj, inPosition, gl_Position)$> - <$transformModelToFadePos(obj, inPosition, _worldFadePosition)$> + <$transformModelToWorldPos(obj, inPosition, _worldPosition)$> } diff --git a/libraries/render-utils/src/model_specular_map_fade.slf b/libraries/render-utils/src/model_specular_map_fade.slf index 75db1d72a2..a43027a034 100644 --- a/libraries/render-utils/src/model_specular_map_fade.slf +++ b/libraries/render-utils/src/model_specular_map_fade.slf @@ -27,12 +27,12 @@ in vec2 _texCoord0; in vec2 _texCoord1; in vec3 _normal; in vec3 _color; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_translucent_fade.slf b/libraries/render-utils/src/model_translucent_fade.slf index 9802e863b0..cc4611586d 100644 --- a/libraries/render-utils/src/model_translucent_fade.slf +++ b/libraries/render-utils/src/model_translucent_fade.slf @@ -33,14 +33,14 @@ in vec4 _position; in vec3 _normal; in vec3 _color; in float _alpha; -in vec4 _worldFadePosition; +in vec4 _worldPosition; out vec4 _fragColor; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_translucent_unlit_fade.slf b/libraries/render-utils/src/model_translucent_unlit_fade.slf index 6c6846228e..cb7739d1b7 100644 --- a/libraries/render-utils/src/model_translucent_unlit_fade.slf +++ b/libraries/render-utils/src/model_translucent_unlit_fade.slf @@ -24,14 +24,14 @@ in vec2 _texCoord0; in vec3 _color; in float _alpha; -in vec4 _worldFadePosition; +in vec4 _worldPosition; out vec4 _fragColor; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_unlit_fade.slf b/libraries/render-utils/src/model_unlit_fade.slf index 59fdc87bee..179b16a3b1 100644 --- a/libraries/render-utils/src/model_unlit_fade.slf +++ b/libraries/render-utils/src/model_unlit_fade.slf @@ -26,12 +26,12 @@ in vec2 _texCoord0; in vec3 _normal; in vec3 _color; in float _alpha; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material mat = getMaterial(); int matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/simple_fade.slf b/libraries/render-utils/src/simple_fade.slf index 526b7157d9..a402c740f0 100644 --- a/libraries/render-utils/src/simple_fade.slf +++ b/libraries/render-utils/src/simple_fade.slf @@ -24,7 +24,7 @@ in vec3 _modelNormal; in vec4 _color; in vec2 _texCoord0; in vec4 _position; -in vec4 _worldFadePosition; +in vec4 _worldPosition; //PROCEDURAL_COMMON_BLOCK @@ -35,7 +35,7 @@ in vec4 _worldFadePosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); Material material = getMaterial(); vec3 normal = normalize(_normal.xyz); diff --git a/libraries/render-utils/src/simple_fade.slv b/libraries/render-utils/src/simple_fade.slv index 866d4cc35e..78ecb95c51 100644 --- a/libraries/render-utils/src/simple_fade.slv +++ b/libraries/render-utils/src/simple_fade.slv @@ -17,15 +17,13 @@ <@include gpu/Transform.slh@> <$declareStandardTransform()$> -<@include Fade.slh@> - // the interpolated normal out vec3 _normal; out vec3 _modelNormal; out vec4 _color; out vec2 _texCoord0; out vec4 _position; -out vec4 _worldFadePosition; +out vec4 _worldPosition; void main(void) { _color = colorToLinearRGBA(inColor); @@ -37,6 +35,6 @@ void main(void) { TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToClipPos(cam, obj, inPosition, gl_Position)$> - <$transformModelToFadePos(obj, inPosition, _worldFadePosition)$> + <$transformModelToWorldPos(obj, inPosition, _worldPosition)$> <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$> } \ No newline at end of file diff --git a/libraries/render-utils/src/simple_textured_fade.slf b/libraries/render-utils/src/simple_textured_fade.slf index 5130720277..0f9ff15e9f 100644 --- a/libraries/render-utils/src/simple_textured_fade.slf +++ b/libraries/render-utils/src/simple_textured_fade.slf @@ -26,12 +26,12 @@ uniform sampler2D originalTexture; in vec3 _normal; in vec4 _color; in vec2 _texCoord0; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); vec4 texel = texture(originalTexture, _texCoord0); float colorAlpha = _color.a; diff --git a/libraries/render-utils/src/simple_textured_unlit_fade.slf b/libraries/render-utils/src/simple_textured_unlit_fade.slf index 60b6921ae3..e9bf2f6499 100644 --- a/libraries/render-utils/src/simple_textured_unlit_fade.slf +++ b/libraries/render-utils/src/simple_textured_unlit_fade.slf @@ -25,12 +25,12 @@ uniform sampler2D originalTexture; in vec3 _normal; in vec4 _color; in vec2 _texCoord0; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); vec4 texel = texture(originalTexture, _texCoord0.st); float colorAlpha = _color.a; diff --git a/libraries/render-utils/src/simple_transparent_textured_fade.slf b/libraries/render-utils/src/simple_transparent_textured_fade.slf index 8aa7bf176b..f3f02653af 100644 --- a/libraries/render-utils/src/simple_transparent_textured_fade.slf +++ b/libraries/render-utils/src/simple_transparent_textured_fade.slf @@ -32,12 +32,12 @@ in vec4 _position; in vec3 _normal; in vec4 _color; in vec2 _texCoord0; -in vec4 _worldFadePosition; +in vec4 _worldPosition; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); vec4 texel = texture(originalTexture, _texCoord0.st); float opacity = _color.a; diff --git a/libraries/render-utils/src/simple_transparent_textured_unlit_fade.slf b/libraries/render-utils/src/simple_transparent_textured_unlit_fade.slf index 9f74eacc96..a7a38f05f1 100644 --- a/libraries/render-utils/src/simple_transparent_textured_unlit_fade.slf +++ b/libraries/render-utils/src/simple_transparent_textured_unlit_fade.slf @@ -24,14 +24,14 @@ uniform sampler2D originalTexture; in vec3 _normal; in vec4 _color; in vec2 _texCoord0; -in vec4 _worldFadePosition; +in vec4 _worldPosition; layout(location = 0) out vec4 _fragColor0; void main(void) { vec3 fadeEmissive; - applyFade(_worldFadePosition.xyz, fadeEmissive); + applyFade(_worldPosition.xyz, fadeEmissive); vec4 texel = texture(originalTexture, _texCoord0.st); float colorAlpha = _color.a; diff --git a/libraries/render-utils/src/skin_model_fade.slv b/libraries/render-utils/src/skin_model_fade.slv index bce60b4242..fa8e1f8991 100644 --- a/libraries/render-utils/src/skin_model_fade.slv +++ b/libraries/render-utils/src/skin_model_fade.slv @@ -22,15 +22,13 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -<@include Fade.slh@> - out vec4 _position; out vec2 _texCoord0; out vec2 _texCoord1; out vec3 _normal; out vec3 _color; out float _alpha; -out vec4 _worldFadePosition; +out vec4 _worldPosition; void main(void) { vec4 position = vec4(0.0, 0.0, 0.0, 0.0); @@ -50,6 +48,6 @@ void main(void) { TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> - <$transformModelToFadePos(obj, position, _worldFadePosition)$> + <$transformModelToWorldPos(obj, position, _worldPosition)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$> } diff --git a/libraries/render-utils/src/skin_model_normal_map_fade.slv b/libraries/render-utils/src/skin_model_normal_map_fade.slv index 7c88c68537..4e638866fc 100644 --- a/libraries/render-utils/src/skin_model_normal_map_fade.slv +++ b/libraries/render-utils/src/skin_model_normal_map_fade.slv @@ -22,8 +22,6 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -<@include Fade.slh@> - out vec4 _position; out vec2 _texCoord0; out vec2 _texCoord1; @@ -31,7 +29,7 @@ out vec3 _normal; out vec3 _tangent; out vec3 _color; out float _alpha; -out vec4 _worldFadePosition; +out vec4 _worldPosition; void main(void) { vec4 position = vec4(0.0, 0.0, 0.0, 0.0); @@ -55,7 +53,7 @@ void main(void) { TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> - <$transformModelToFadePos(obj, position, _worldFadePosition)$> + <$transformModelToWorldPos(obj, position, _worldPosition)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$> diff --git a/libraries/render-utils/src/skin_model_shadow_fade.slf b/libraries/render-utils/src/skin_model_shadow_fade.slf index 666525a3ae..9d720c7bee 100644 --- a/libraries/render-utils/src/skin_model_shadow_fade.slf +++ b/libraries/render-utils/src/skin_model_shadow_fade.slf @@ -15,12 +15,12 @@ <@include Fade.slh@> <$declareFadeFragment()$> -in vec4 _worldFadePosition; +in vec4 _worldPosition; layout(location = 0) out vec4 _fragColor; void main(void) { - applyFadeClip(_worldFadePosition.xyz); + applyFadeClip(_worldPosition.xyz); // pass-through to set z-buffer _fragColor = vec4(1.0, 1.0, 1.0, 0.0); diff --git a/libraries/render-utils/src/skin_model_shadow_fade.slv b/libraries/render-utils/src/skin_model_shadow_fade.slv index 03b060b59b..7b27263569 100644 --- a/libraries/render-utils/src/skin_model_shadow_fade.slv +++ b/libraries/render-utils/src/skin_model_shadow_fade.slv @@ -16,11 +16,9 @@ <@include gpu/Transform.slh@> <$declareStandardTransform()$> -<@include Fade.slh@> - <@include Skinning.slh@> -out vec4 _worldFadePosition; +out vec4 _worldPosition; void main(void) { vec4 position = vec4(0.0, 0.0, 0.0, 0.0); @@ -30,5 +28,5 @@ void main(void) { TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToClipPos(cam, obj, position, gl_Position)$> - <$transformModelToFadePos(obj, position, _worldFadePosition)$> + <$transformModelToWorldPos(obj, position, _worldPosition)$> }