overte/libraries/render-utils/src/deferred_light_limited.slv
2016-10-31 17:40:34 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// deferred_light_limited.vert
// vertex shader
//
// Created by Sam Gateau on 6/16/16.
// Copyright 2014 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/Transform.slh@>
<@include gpu/Inputs.slh@>
<$declareStandardTransform()$>
uniform vec4 sphereParam;
out vec4 _texCoord0;
void main(void) {
if (sphereParam.w != 0.0) {
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>;
vec4 projected = gl_Position / gl_Position.w;
projected.xy = (projected.xy + 1.0) * 0.5;
#ifdef GPU_TRANSFORM_IS_STEREO
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
#else
if (cam_isStereo()) {
projected.x = 0.5 * (projected.x + cam_getStereoSide());
}
#endif
#endif
_texCoord0 = vec4(projected.xy, 0.0, 1.0) * gl_Position.w;
} else {
const float depth = -1.0; //Draw at near plane
const vec4 UNIT_QUAD[4] = vec4[4](
vec4(-1.0, -1.0, depth, 1.0),
vec4(1.0, -1.0, depth, 1.0),
vec4(-1.0, 1.0, depth, 1.0),
vec4(1.0, 1.0, depth, 1.0)
);
vec4 pos = UNIT_QUAD[gl_VertexID];
#ifdef GPU_TRANSFORM_IS_STEREO
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
TransformCamera cam = getTransformCamera();
<$transformStereoClipsSpace(cam, pos)$>
#endif
#endif
_texCoord0 = vec4((pos.xy + 1.0) * 0.5, 0.0, 1.0);
#ifdef GPU_TRANSFORM_IS_STEREO
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
#else
if (cam_isStereo()) {
_texCoord0.x = 0.5 * (_texCoord0.x + cam_getStereoSide());
}
#endif
#endif
gl_Position = pos;
}
}