55 lines
1.4 KiB
Python
55 lines
1.4 KiB
Python
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$input a_position, a_normal, a_texcoord0
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$output v_normal, v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3
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/*
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* Copyright 2021 elven cache. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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#include "parameters.sh"
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void main()
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{
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// Calculate vertex position
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vec3 pos = a_position.xyz;
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gl_Position = mul(u_modelViewProj, vec4(pos, 1.0));
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// Calculate previous frame's position
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mat4 worldToViewPrev = mat4(
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u_worldToViewPrev0,
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u_worldToViewPrev1,
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u_worldToViewPrev2,
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u_worldToViewPrev3
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);
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mat4 viewToProjPrev = mat4(
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u_viewToProjPrev0,
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u_viewToProjPrev1,
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u_viewToProjPrev2,
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u_viewToProjPrev3
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);
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vec3 wsPos = mul(u_model[0], vec4(pos, 1.0)).xyz;
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vec3 vspPos = instMul(worldToViewPrev, vec4(wsPos, 1.0)).xyz;
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vec4 pspPos = instMul(viewToProjPrev, vec4(vspPos, 1.0));
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// Calculate normal, unpack
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vec3 osNormal = a_normal.xyz * 2.0 - 1.0;
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// Transform normal into world space
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vec3 wsNormal = mul(u_model[0], vec4(osNormal, 0.0)).xyz;
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v_normal.xyz = normalize(wsNormal);
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v_texcoord0 = a_texcoord0;
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// Store previous frame projection space position in extra texCoord attribute
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v_texcoord1 = pspPos;
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// Store world space view vector in extra texCoord attribute
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vec3 wsCamPos = mul(u_invView, vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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vec3 view = normalize(wsCamPos - wsPos);
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v_texcoord2 = vec4(wsPos, 1.0);
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v_texcoord3 = vec4(wsCamPos, 1.0);
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}
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