diff --git a/libraries/render-utils/src/model_fade.slf b/libraries/render-utils/src/model_fade.slf index 577324f97a..432fc0239b 100644 --- a/libraries/render-utils/src/model_fade.slf +++ b/libraries/render-utils/src/model_fade.slf @@ -22,19 +22,19 @@ <@include Fade.slh@> <$declareFadeFragment()$> -in vec4 _position; +in vec4 _positionES; in vec2 _texCoord0; in vec2 _texCoord1; -in vec3 _normal; +in vec3 _normalWS; in vec3 _color; -in vec4 _worldPosition; +in vec4 _positionWS; void main(void) { vec3 fadeEmissive; FadeObjectParams fadeParams; <$fetchFadeObjectParams(fadeParams)$> - applyFade(fadeParams, _worldPosition.xyz, fadeEmissive); + applyFade(fadeParams, _positionWS.xyz, fadeEmissive); Material mat = getMaterial(); BITFIELD matKey = getMaterialKey(mat); @@ -61,7 +61,7 @@ void main(void) { float scattering = getMaterialScattering(mat); packDeferredFragment( - normalize(_normal), + normalize(_normalWS), opacity, albedo, roughness, diff --git a/libraries/render-utils/src/model_fade.slv b/libraries/render-utils/src/model_fade.slv index 61b8e9e1b6..6e3a8271ce 100644 --- a/libraries/render-utils/src/model_fade.slv +++ b/libraries/render-utils/src/model_fade.slv @@ -22,9 +22,9 @@ out float _alpha; out vec2 _texCoord0; out vec2 _texCoord1; -out vec4 _position; -out vec4 _worldPosition; -out vec3 _normal; +out vec4 _positionES; +out vec4 _positionWS; +out vec3 _normalWS; out vec3 _color; void main(void) { @@ -38,7 +38,7 @@ void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); - <$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> - <$transformModelToWorldPos(obj, inPosition, _worldPosition)$> - <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$> + <$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$> + <$transformModelToWorldPos(obj, inPosition, _positionWS)$> + <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$> } diff --git a/libraries/render-utils/src/model_normal_map_fade.slf b/libraries/render-utils/src/model_normal_map_fade.slf index bf6222652c..7ece8fea38 100644 --- a/libraries/render-utils/src/model_normal_map_fade.slf +++ b/libraries/render-utils/src/model_normal_map_fade.slf @@ -2,7 +2,7 @@ <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // -// model_normal_specular_map_fade.frag +// model_normal_map_fade.frag // fragment shader // // Created by Olivier Prat on 06/05/17. @@ -22,20 +22,20 @@ <@include Fade.slh@> <$declareFadeFragment()$> -in vec4 _position; +in vec4 _positionES; in vec2 _texCoord0; in vec2 _texCoord1; -in vec3 _normal; -in vec3 _tangent; +in vec3 _normalWS; +in vec3 _tangentWS; in vec3 _color; -in vec4 _worldPosition; +in vec4 _positionWS; void main(void) { vec3 fadeEmissive; FadeObjectParams fadeParams; <$fetchFadeObjectParams(fadeParams)$> - applyFade(fadeParams, _worldPosition.xyz, fadeEmissive); + applyFade(fadeParams, _positionWS.xyz, fadeEmissive); Material mat = getMaterial(); BITFIELD matKey = getMaterialKey(mat); @@ -56,8 +56,8 @@ void main(void) { vec3 emissive = getMaterialEmissive(mat); <$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>; - vec3 fragNormal; - <$evalMaterialNormalLOD(_position, normalTex, _normal, _tangent, fragNormal)$> + vec3 fragNormalWS; + <$evalMaterialNormalLOD(_positionES, normalTex, _normalWS, _tangentWS, fragNormalWS)$> float metallic = getMaterialMetallic(mat); <$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>; @@ -65,12 +65,12 @@ void main(void) { float scattering = getMaterialScattering(mat); packDeferredFragment( - normalize(fragNormal.xyz), + normalize(fragNormalWS.xyz), opacity, albedo, roughness, metallic, - emissive+fadeEmissive, + emissive + fadeEmissive, occlusionTex, scattering); } diff --git a/libraries/render-utils/src/model_normal_map_fade.slv b/libraries/render-utils/src/model_normal_map_fade.slv index 6a6142d317..a75087f93d 100644 --- a/libraries/render-utils/src/model_normal_map_fade.slv +++ b/libraries/render-utils/src/model_normal_map_fade.slv @@ -20,12 +20,12 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -out vec4 _position; -out vec4 _worldPosition; +out vec4 _positionES; +out vec4 _positionWS; out vec2 _texCoord0; out vec2 _texCoord1; -out vec3 _normal; -out vec3 _tangent; +out vec3 _normalWS; +out vec3 _tangentWS; out vec3 _color; out float _alpha; @@ -41,8 +41,8 @@ void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); - <$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> - <$transformModelToWorldPos(obj, inPosition, _worldPosition)$> - <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$> - <$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$> + <$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$> + <$transformModelToWorldPos(obj, inPosition, _positionWS)$> + <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$> + <$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangentWS)$> } diff --git a/libraries/render-utils/src/model_translucent_unlit_fade.slf b/libraries/render-utils/src/model_translucent_unlit_fade.slf index ea8a912a86..0f7c3366bb 100644 --- a/libraries/render-utils/src/model_translucent_unlit_fade.slf +++ b/libraries/render-utils/src/model_translucent_unlit_fade.slf @@ -24,7 +24,7 @@ in vec2 _texCoord0; in vec3 _color; in float _alpha; -in vec4 _worldPosition; +in vec4 _positionWS; out vec4 _fragColor; @@ -33,7 +33,7 @@ void main(void) { FadeObjectParams fadeParams; <$fetchFadeObjectParams(fadeParams)$> - applyFade(fadeParams, _worldPosition.xyz, fadeEmissive); + applyFade(fadeParams, _positionWS.xyz, fadeEmissive); Material mat = getMaterial(); BITFIELD matKey = getMaterialKey(mat); diff --git a/libraries/render-utils/src/model_unlit_fade.slf b/libraries/render-utils/src/model_unlit_fade.slf index 50c1681c0d..d8f8cfce38 100644 --- a/libraries/render-utils/src/model_unlit_fade.slf +++ b/libraries/render-utils/src/model_unlit_fade.slf @@ -23,17 +23,17 @@ <$declareMaterialTextures(ALBEDO)$> in vec2 _texCoord0; -in vec3 _normal; +in vec3 _normalWS; in vec3 _color; in float _alpha; -in vec4 _worldPosition; +in vec4 _positionWS; void main(void) { vec3 fadeEmissive; FadeObjectParams fadeParams; <$fetchFadeObjectParams(fadeParams)$> - applyFade(fadeParams, _worldPosition.xyz, fadeEmissive); + applyFade(fadeParams, _positionWS.xyz, fadeEmissive); Material mat = getMaterial(); BITFIELD matKey = getMaterialKey(mat); @@ -48,7 +48,7 @@ void main(void) { albedo *= _color; albedo += fadeEmissive; packDeferredFragmentUnlit( - normalize(_normal), + normalize(_normalWS), opacity, albedo * isUnlitEnabled()); } diff --git a/libraries/render-utils/src/skin_model_fade.slv b/libraries/render-utils/src/skin_model_fade.slv index 4f459d75f3..6c3df7586d 100644 --- a/libraries/render-utils/src/skin_model_fade.slv +++ b/libraries/render-utils/src/skin_model_fade.slv @@ -23,13 +23,13 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -out vec4 _position; +out vec4 _positionES; out vec2 _texCoord0; out vec2 _texCoord1; -out vec3 _normal; +out vec3 _normalWS; out vec3 _color; out float _alpha; -out vec4 _worldPosition; +out vec4 _positionWS; void main(void) { vec4 position = vec4(0.0, 0.0, 0.0, 0.0); @@ -48,7 +48,7 @@ void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); - <$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> - <$transformModelToWorldPos(obj, position, _worldPosition)$> - <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$> + <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$> + <$transformModelToWorldPos(obj, position, _positionWS)$> + <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normalWS.xyz)$> } diff --git a/libraries/render-utils/src/skin_model_fade_dq.slv b/libraries/render-utils/src/skin_model_fade_dq.slv index 232170d714..9d9ddaeaf8 100644 --- a/libraries/render-utils/src/skin_model_fade_dq.slv +++ b/libraries/render-utils/src/skin_model_fade_dq.slv @@ -23,13 +23,13 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -out vec4 _position; +out vec4 _positionES; out vec2 _texCoord0; out vec2 _texCoord1; -out vec3 _normal; +out vec3 _normalWS; out vec3 _color; out float _alpha; -out vec4 _worldPosition; +out vec4 _positionWS; void main(void) { vec4 position = vec4(0.0, 0.0, 0.0, 0.0); @@ -48,7 +48,7 @@ void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); - <$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> - <$transformModelToWorldPos(obj, position, _worldPosition)$> - <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$> + <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$> + <$transformModelToWorldPos(obj, position, _positionWS)$> + <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normalWS.xyz)$> } diff --git a/libraries/render-utils/src/skin_model_normal_map.slv b/libraries/render-utils/src/skin_model_normal_map.slv index b54c84e5b3..fd3efd087e 100644 --- a/libraries/render-utils/src/skin_model_normal_map.slv +++ b/libraries/render-utils/src/skin_model_normal_map.slv @@ -23,11 +23,11 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -out vec4 _position; +out vec4 _positionES; out vec2 _texCoord0; out vec2 _texCoord1; -out vec3 _normal; -out vec3 _tangent; +out vec3 _normalWS; +out vec3 _tangentWS; out vec3 _color; out float _alpha; @@ -52,10 +52,10 @@ void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); - <$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> + <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$> - _normal = interpolatedNormal.xyz; - _tangent = interpolatedTangent.xyz; + _normalWS = interpolatedNormal.xyz; + _tangentWS = interpolatedTangent.xyz; } diff --git a/libraries/render-utils/src/skin_model_normal_map_dq.slv b/libraries/render-utils/src/skin_model_normal_map_dq.slv index b34f68d291..4c56e0d64d 100644 --- a/libraries/render-utils/src/skin_model_normal_map_dq.slv +++ b/libraries/render-utils/src/skin_model_normal_map_dq.slv @@ -23,11 +23,11 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -out vec4 _position; +out vec4 _positionES; out vec2 _texCoord0; out vec2 _texCoord1; -out vec3 _normal; -out vec3 _tangent; +out vec3 _normalWS; +out vec3 _tangentWS; out vec3 _color; out float _alpha; @@ -52,10 +52,10 @@ void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); - <$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> + <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$> - _normal = interpolatedNormal.xyz; - _tangent = interpolatedTangent.xyz; + _normalWS = interpolatedNormal.xyz; + _tangentWS = interpolatedTangent.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 0e788b81b5..47cc790f70 100644 --- a/libraries/render-utils/src/skin_model_normal_map_fade.slv +++ b/libraries/render-utils/src/skin_model_normal_map_fade.slv @@ -23,14 +23,14 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -out vec4 _position; +out vec4 _positionES; out vec2 _texCoord0; out vec2 _texCoord1; -out vec3 _normal; -out vec3 _tangent; +out vec3 _normalWS; +out vec3 _tangentWS; out vec3 _color; out float _alpha; -out vec4 _worldPosition; +out vec4 _positionWS; void main(void) { vec4 position = vec4(0.0, 0.0, 0.0, 0.0); @@ -53,11 +53,11 @@ void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); - <$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> - <$transformModelToWorldPos(obj, position, _worldPosition)$> + <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$> + <$transformModelToWorldPos(obj, position, _positionWS)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$> - _normal = interpolatedNormal.xyz; - _tangent = interpolatedTangent.xyz; + _normalWS = interpolatedNormal.xyz; + _tangentWS = interpolatedTangent.xyz; } diff --git a/libraries/render-utils/src/skin_model_normal_map_fade_dq.slv b/libraries/render-utils/src/skin_model_normal_map_fade_dq.slv index 230077ba3b..092d7b214f 100644 --- a/libraries/render-utils/src/skin_model_normal_map_fade_dq.slv +++ b/libraries/render-utils/src/skin_model_normal_map_fade_dq.slv @@ -23,14 +23,14 @@ <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> -out vec4 _position; +out vec4 _positionES; out vec2 _texCoord0; out vec2 _texCoord1; -out vec3 _normal; -out vec3 _tangent; +out vec3 _normalWS; +out vec3 _tangentWS; out vec3 _color; out float _alpha; -out vec4 _worldPosition; +out vec4 _positionWS; void main(void) { vec4 position = vec4(0.0, 0.0, 0.0, 0.0); @@ -53,11 +53,11 @@ void main(void) { // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); - <$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> - <$transformModelToWorldPos(obj, position, _worldPosition)$> + <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$> + <$transformModelToWorldPos(obj, position, _positionWS)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$> - _normal = interpolatedNormal.xyz; - _tangent = interpolatedTangent.xyz; + _normalWS = interpolatedNormal.xyz; + _tangentWS = interpolatedTangent.xyz; }