mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-08 19:40:06 +00:00
243 lines
6.0 KiB
GLSL
243 lines
6.0 KiB
GLSL
#version 460
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layout(location = 0) in vec3 P;
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layout(location = 1) in vec3 N;
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layout(location = 2) in vec4 Cd;
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layout(location = 3) in vec3 uv[8];
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uniform int uTDInstanceIDOffset;
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uniform int uTDNumInstances;
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uniform float uTDAlphaTestVal;
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#define TD_NUM_COLOR_BUFFERS 1
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#define TD_NUM_LIGHTS 0
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#define TD_NUM_SHADOWED_LIGHTS 0
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#define TD_NUM_ENV_LIGHTS 0
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#define TD_LIGHTS_ARRAY_SIZE 1
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#define TD_ENV_LIGHTS_ARRAY_SIZE 1
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#define TD_NUM_CAMERAS 1
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struct TDLight
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{
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vec4 position;
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vec3 direction;
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vec3 diffuse;
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vec4 nearFar;
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vec4 lightSize;
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vec4 misc;
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vec4 coneLookupScaleBias;
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vec4 attenScaleBiasRoll;
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mat4 shadowMapMatrix;
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mat4 shadowMapCamMatrix;
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vec4 shadowMapRes;
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mat4 projMapMatrix;
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};
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struct TDEnvLight
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{
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vec3 color;
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mat3 rotate;
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};
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layout(std140) uniform TDLightBlock
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{
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TDLight uTDLights[TD_LIGHTS_ARRAY_SIZE];
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};
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layout(std140) uniform TDEnvLightBlock
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{
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TDEnvLight uTDEnvLights[TD_ENV_LIGHTS_ARRAY_SIZE];
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};
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layout(std430) readonly restrict buffer TDEnvLightBuffer
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{
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vec3 shCoeffs[9];
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} uTDEnvLightBuffers[TD_ENV_LIGHTS_ARRAY_SIZE];
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struct TDPhongResult
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{
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vec3 diffuse;
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vec3 specular;
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vec3 specular2;
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float shadowStrength;
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};
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struct TDPBRResult
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{
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vec3 diffuse;
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vec3 specular;
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float shadowStrength;
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};
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struct TDMatrix
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{
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mat4 world;
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mat4 worldInverse;
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mat4 worldCam;
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mat4 worldCamInverse;
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mat4 cam;
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mat4 camInverse;
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mat4 camProj;
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mat4 camProjInverse;
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mat4 proj;
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mat4 projInverse;
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mat4 worldCamProj;
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mat4 worldCamProjInverse;
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mat4 quadReproject;
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mat3 worldForNormals;
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mat3 camForNormals;
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mat3 worldCamForNormals;
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};
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layout(std140) uniform TDMatricesBlock {
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TDMatrix uTDMats[TD_NUM_CAMERAS];
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};
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struct TDCameraInfo
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{
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vec4 nearFar;
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vec4 fog;
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vec4 fogColor;
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int renderTOPCameraIndex;
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};
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layout(std140) uniform TDCameraInfoBlock {
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TDCameraInfo uTDCamInfos[TD_NUM_CAMERAS];
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};
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struct TDGeneral
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{
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vec4 ambientColor;
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vec4 nearFar;
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vec4 viewport;
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vec4 viewportRes;
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vec4 fog;
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vec4 fogColor;
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};
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layout(std140) uniform TDGeneralBlock {
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TDGeneral uTDGeneral;
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};
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layout (rgba8) uniform image2D mTD2DImageOutputs[1];
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layout (rgba8) uniform image2DArray mTD2DArrayImageOutputs[1];
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layout (rgba8) uniform image3D mTD3DImageOutputs[1];
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layout (rgba8) uniform imageCube mTDCubeImageOutputs[1];
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mat4 TDInstanceMat(int instanceID);
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mat3 TDInstanceMat3(int instanceID);
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vec3 TDInstanceTranslate(int instanceID);
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bool TDInstanceActive(int instanceID);
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mat3 TDInstanceRotateMat(int instanceID);
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vec3 TDInstanceScale(int instanceID);
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vec3 TDInstanceTexCoord(int instanceID, vec3 t);
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vec4 TDInstanceColor(int instanceID, vec4 curColor);
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vec4 TDInstanceCustomAttrib0(int instanceID);
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vec4 TDInstanceCustomAttrib1(int instanceID);
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vec4 TDInstanceCustomAttrib2(int instanceID);
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vec4 TDInstanceCustomAttrib3(int instanceID);
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vec4 TDInstanceCustomAttrib4(int instanceID);
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vec4 TDInstanceCustomAttrib5(int instanceID);
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vec4 TDInstanceCustomAttrib6(int instanceID);
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vec4 TDInstanceCustomAttrib7(int instanceID);
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vec4 TDInstanceCustomAttrib8(int instanceID);
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vec4 TDInstanceCustomAttrib9(int instanceID);
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vec4 TDInstanceCustomAttrib10(int instanceID);
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vec4 TDInstanceCustomAttrib11(int instanceID);
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uint TDInstanceTextureIndex(int instanceIndex);
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vec4 TDInstanceTexture(uint texIndex, vec3 uv);
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vec4 TDInstanceTexture(uint texIndex, vec2 uv);
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vec4 TDDeform(vec4 pos);
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vec4 TDDeform(vec3 pos);
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vec4 TDDeform(int instanceID, vec3 pos);
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vec3 TDDeformVec(vec3 v);
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vec3 TDDeformVec(int instanceID, vec3 v);
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vec3 TDDeformNorm(vec3 v);
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vec3 TDDeformNorm(int instanceID, vec3 v);
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vec4 TDSkinnedDeform(vec4 pos);
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vec3 TDSkinnedDeformVec(vec3 vec);
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vec3 TDSkinnedDeformNorm(vec3 vec);
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vec4 TDInstanceDeform(vec4 pos);
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vec3 TDInstanceDeformVec(vec3 vec);
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vec3 TDInstanceDeformNorm(vec3 vec);
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vec4 TDInstanceDeform(int instanceID, vec4 pos);
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vec3 TDInstanceDeformVec(int instanceID, vec3 vec);
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vec3 TDInstanceDeformNorm(int instanceID, vec3 vec);
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vec3 TDFastDeformTangent(vec3 oldNorm, vec4 oldTangent, vec3 deformedNorm);
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mat4 TDBoneMat(int boneIndex);
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mat4 TDInstanceMat();
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mat3 TDInstanceMat3();
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vec3 TDInstanceTranslate();
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bool TDInstanceActive();
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mat3 TDInstanceRotateMat();
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vec3 TDInstanceScale();
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vec3 TDInstanceTexCoord(vec3 t);
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vec4 TDInstanceColor(vec4 curColor);
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vec4 TDPointColor();
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#ifdef TD_PICKING_ACTIVE
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out TDPickVertex {
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vec3 sopSpacePosition;
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vec3 camSpacePosition;
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vec3 worldSpacePosition;
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vec3 sopSpaceNormal;
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vec3 camSpaceNormal;
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vec3 worldSpaceNormal;
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vec3 uv[1];
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flat int pickId;
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flat int instanceId;
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vec4 color;
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} oTDPickVert;
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#define vTDPickVert oTDPickVert
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#endif
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vec4 iTDCamToProj(vec4 v, vec3 uv, int cameraIndex, bool applyPickMod)
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{
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if (!TDInstanceActive())
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return vec4(2, 2, 2, 0);
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v = uTDMats[0].proj * v;
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return v;
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}
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vec4 iTDWorldToProj(vec4 v, vec3 uv, int cameraIndex, bool applyPickMod) {
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if (!TDInstanceActive())
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return vec4(2, 2, 2, 0);
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v = uTDMats[0].camProj * v;
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return v;
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}
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vec4 TDDeform(vec4 pos);
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vec4 TDDeform(vec3 pos);
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vec4 TDInstanceColor(vec4 curColor);
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vec3 TDInstanceTexCoord(vec3 t);
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int TDInstanceID() {
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return gl_InstanceID + uTDInstanceIDOffset;
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}
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int TDCameraIndex() {
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return 0;
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}
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vec3 TDUVUnwrapCoord() {
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return uv[0];
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}
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#ifdef TD_PICKING_ACTIVE
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uniform int uTDPickId;
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#endif
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int TDPickID() {
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#ifdef TD_PICKING_ACTIVE
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return uTDPickId;
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#else
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return 0;
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#endif
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}
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float iTDConvertPickId(int id) {
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id |= 1073741824;
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return intBitsToFloat(id);
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}
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void TDWritePickingValues() {
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#ifdef TD_PICKING_ACTIVE
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vec4 worldPos = TDDeform(P);
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vec4 camPos = uTDMats[TDCameraIndex()].cam * worldPos;
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oTDPickVert.pickId = TDPickID();
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#endif
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}
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vec4 TDWorldToProj(vec4 v, vec3 uv)
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{
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return iTDWorldToProj(v, uv, TDCameraIndex(), true);
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}
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vec4 TDWorldToProj(vec3 v, vec3 uv)
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{
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return TDWorldToProj(vec4(v, 1.0), uv);
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}
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vec4 TDWorldToProj(vec4 v)
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{
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return TDWorldToProj(v, vec3(0.0));
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}
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vec4 TDWorldToProj(vec3 v)
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{
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return TDWorldToProj(vec4(v, 1.0));
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}
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vec4 TDPointColor() {
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return Cd;
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}
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