vs_bokeh_forward.sc 904 B

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  1. $input a_position, a_normal, a_texcoord0
  2. $output v_normal, v_texcoord0, v_texcoord1, v_texcoord2
  3. /*
  4. * Copyright 2021 elven cache. All rights reserved.
  5. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  6. */
  7. #include "../common/common.sh"
  8. void main()
  9. {
  10. // Calculate vertex position
  11. vec3 pos = a_position.xyz;
  12. gl_Position = mul(u_modelViewProj, vec4(pos, 1.0));
  13. vec3 wsPos = mul(u_model[0], vec4(pos, 1.0)).xyz;
  14. // Calculate normal, unpack
  15. vec3 osNormal = a_normal.xyz * 2.0 - 1.0;
  16. // Transform normal into world space
  17. vec3 wsNormal = mul(u_model[0], vec4(osNormal, 0.0)).xyz;
  18. v_normal.xyz = normalize(wsNormal);
  19. v_texcoord0 = a_texcoord0;
  20. // Store world space view vector in extra texCoord attribute
  21. vec3 wsCamPos = mul(u_invView, vec4(0.0, 0.0, 0.0, 1.0)).xyz;
  22. vec3 view = normalize(wsCamPos - wsPos);
  23. v_texcoord1 = vec4(wsPos, 1.0);
  24. v_texcoord2 = vec4(view, 1.0);
  25. }