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- $input a_position, a_normal, a_texcoord0
- $output v_normal, v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3
- /*
- * Copyright 2021 elven cache. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "../common/common.sh"
- #include "parameters.sh"
- void main()
- {
- // Calculate vertex position
- vec3 pos = a_position.xyz;
- gl_Position = mul(u_modelViewProj, vec4(pos, 1.0));
- // Calculate previous frame's position
- mat4 worldToViewPrev = mat4(
- u_worldToViewPrev0,
- u_worldToViewPrev1,
- u_worldToViewPrev2,
- u_worldToViewPrev3
- );
- mat4 viewToProjPrev = mat4(
- u_viewToProjPrev0,
- u_viewToProjPrev1,
- u_viewToProjPrev2,
- u_viewToProjPrev3
- );
- vec3 wsPos = mul(u_model[0], vec4(pos, 1.0)).xyz;
- vec3 vspPos = instMul(worldToViewPrev, vec4(wsPos, 1.0)).xyz;
- vec4 pspPos = instMul(viewToProjPrev, vec4(vspPos, 1.0));
- // Calculate normal, unpack
- vec3 osNormal = a_normal.xyz * 2.0 - 1.0;
- // Transform normal into world space
- vec3 wsNormal = mul(u_model[0], vec4(osNormal, 0.0)).xyz;
- v_normal.xyz = normalize(wsNormal);
- v_texcoord0 = a_texcoord0;
- // Store previous frame projection space position in extra texCoord attribute
- v_texcoord1 = pspPos;
- // Store world space view vector in extra texCoord attribute
- vec3 wsCamPos = mul(u_invView, vec4(0.0, 0.0, 0.0, 1.0)).xyz;
- vec3 view = normalize(wsCamPos - wsPos);
- v_texcoord2 = vec4(wsPos, 1.0);
- v_texcoord3 = vec4(wsCamPos, 1.0);
- }
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