<@include gpu/Config.slh@> <$VERSION_HEADER$> // <$_SCRIBE_FILENAME$> // Generated on <$_SCRIBE_DATE$> // // Created by Andrzej Kapolka on 9/15/14. // Copyright 2014 High Fidelity, Inc. // Copyright 2024 Overte e.V. // // 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 render-utils/ShaderConstants.h@> <@if HIFI_USE_FADE@> <@include Fade.slh@> <$declareFadeVertexInstanced()$> layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS; <@endif@> <@if HIFI_USE_FORWARD or HIFI_USE_TRANSLUCENT@> <@if not HIFI_USE_UNLIT@> layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES; <@endif@> <@endif@> <@if not HIFI_USE_FORWARD@> layout(location=RENDER_UTILS_ATTR_PREV_POSITION_CS) out vec4 _prevPositionCS; <@endif@> layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS; layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color; layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01; void main(void) { _color = color_sRGBAToLinear(inColor); _texCoord01 = vec4(inTexCoord0.st, 0.0, 0.0); TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <@if HIFI_USE_FORWARD or HIFI_USE_TRANSLUCENT@> <@if not HIFI_USE_UNLIT@> <$transformModelToEyeWorldAlignedPos(cam, obj, inPosition, _positionES)$> <@endif@> <@endif@> <@if not HIFI_USE_FORWARD@> <$transformModelToClipPosAndPrevClipPos(cam, obj, inPosition, gl_Position, _prevPositionCS)$> <@else@> <$transformModelToClipPos(cam, obj, inPosition, gl_Position)$> <@endif@> <@if HIFI_USE_FADE@> <$transformModelToWorldPos(obj, inPosition, _positionWS)$> <$passThroughFadeObjectParams()$> <@endif@> <$transformModelToWorldDir(obj, inNormal.xyz, _normalWS)$> }