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- /// @file
- /// Generic vertex shader for material passes (both color and depth)
- #pragma anki include "shaders/Pack.glsl"
- //==============================================================================
- #define setVaryings1_DEFINED
- void setVaryings1(in mat4 modelViewProjectionMat)
- {
- #if defined(PASS_DEPTH) && LOD > 0
- // No tex coords for you
- #else
- vTexCoords = texCoords;
- #endif
- gl_Position = modelViewProjectionMat * vec4(position, 1.0);
- }
- //==============================================================================
- #define setVaryings2_DEFINED
- void setVaryings2(
- in mat4 modelViewProjectionMat,
- in mat3 normalMat)
- {
- #if defined(PASS_COLOR)
- vNormal = normalMat * normal;
- vTangent = normalMat * vec3(tangent);
- vTangentW = tangent.w;
- #endif
- setVaryings1(modelViewProjectionMat);
- }
- //==============================================================================
- #if defined(PASS_COLOR)
- #define setVertPosViewSpace_DEFINED
- void setVertPosViewSpace(in mat4 modelViewMat)
- {
- vVertPosViewSpace = vec3(modelViewMat * vec4(position, 1.0));
- }
- #endif
- //==============================================================================
- #if defined(PASS_COLOR)
- #define prepackSpecular_DEFINED
- void prepackSpecular(in vec2 specular)
- {
- vSpecularComponent = packSpecular(specular);
- }
- #endif
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