[Bf-blender-cvs] [cf6ee13fabc] tmp-eevee-material-refactor: EEVEE: Make lit_surface_vert.glsl usable for depth pass
Clément Foucault
noreply at git.blender.org
Thu May 14 16:58:57 CEST 2020
Commit: cf6ee13fabc13031913cff21f0a599ee7d41d53e
Author: Clément Foucault
Date: Fri May 8 15:51:18 2020 +0200
Branches: tmp-eevee-material-refactor
https://developer.blender.org/rBcf6ee13fabc13031913cff21f0a599ee7d41d53e
EEVEE: Make lit_surface_vert.glsl usable for depth pass
===================================================================
M source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
index cf20b3ff5b9..1b94fc2bee1 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
@@ -4,11 +4,12 @@ in vec3 pos;
in vec3 nor;
#endif
+#ifdef MESH_SHADER
out vec3 worldPosition;
out vec3 viewPosition;
-
out vec3 worldNormal;
out vec3 viewNormal;
+#endif
#ifdef HAIR_SHADER
out vec3 hairTangent;
@@ -41,22 +42,28 @@ void main()
hairThickness,
hairThickTime);
worldNormal = cross(hairTangent, binor);
- worldPosition = pos;
+ vec3 world_pos = pos;
#else
- worldPosition = point_object_to_world(pos);
- worldNormal = normalize(normal_object_to_world(nor));
+ vec3 world_pos = point_object_to_world(pos);
#endif
- /* No need to normalize since this is just a rotation. */
- viewNormal = normal_world_to_view(worldNormal);
+ gl_Position = point_world_to_ndc(world_pos);
+ /* Used for planar reflections */
+ gl_ClipDistance[0] = dot(vec4(world_pos, 1.0), clipPlanes[0]);
+
+#ifdef MESH_SHADER
+ worldPosition = world_pos;
viewPosition = point_world_to_view(worldPosition);
- gl_Position = point_world_to_ndc(worldPosition);
- /* Used for planar reflections */
- gl_ClipDistance[0] = dot(vec4(worldPosition, 1.0), clipPlanes[0]);
+# ifndef HAIR_SHADER
+ worldNormal = normalize(normal_object_to_world(nor));
+# endif
-#ifdef USE_ATTR
+ /* No need to normalize since this is just a rotation. */
+ viewNormal = normal_world_to_view(worldNormal);
+# ifdef USE_ATTR
pass_attr(pos);
+# endif
#endif
}
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