<@include gpu/Config.slh@> <$VERSION_HEADER$> // <$_SCRIBE_FILENAME$> // Generated on <$_SCRIBE_DATE$> // // Created by Hifi Engine Team // Copyright 2019 High Fidelity, Inc. // Copyright 2024 Overte e.V. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/Inputs.slh@> <$declareMultipleTexCoords()$> <@include gpu/Color.slh@> <@include render-utils/ShaderConstants.h@> <@include gpu/Transform.slh@> <$declareStandardTransform()$> <@include graphics/MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> <@if HIFI_USE_DEFORMED or HIFI_USE_DEFORMEDDQ@> <@include MeshDeformer.slh@> <@if HIFI_USE_DEFORMEDDQ@> <@if HIFI_USE_SHADOW@> <$declareMeshDeformer(_SCRIBE_NULL, _SCRIBE_NULL, 1, 1, 1)$> <@elif not HIFI_USE_NORMALMAP@> <$declareMeshDeformer(1, _SCRIBE_NULL, 1, 1, 1)$> <@elif HIFI_USE_TRIPLANAR@> <$declareMeshDeformer(1, _SCRIBE_NULL, 1, 1, 1)$> <@else@> <$declareMeshDeformer(1, 1, 1, 1, 1)$> <@endif@> <@else@> <@if HIFI_USE_SHADOW@> <$declareMeshDeformer(_SCRIBE_NULL, _SCRIBE_NULL, 1, _SCRIBE_NULL, 1)$> <@elif not HIFI_USE_NORMALMAP@> <$declareMeshDeformer(1, _SCRIBE_NULL, 1, _SCRIBE_NULL, 1)$> <@elif HIFI_USE_TRIPLANAR@> <$declareMeshDeformer(1, _SCRIBE_NULL, 1, _SCRIBE_NULL, 1)$> <@else@> <$declareMeshDeformer(1, 1, 1, _SCRIBE_NULL, 1)$> <@endif@> <@endif@> <$declareMeshDeformerActivation(1, 1)$> <@endif@> OUTPUT(RENDER_UTILS_ATTR_POSITION_WS, vec4, _positionWS); OUTPUT(RENDER_UTILS_ATTR_TEXCOORD01, vec4, _texCoord01[NUM_LAYERS]); <@if not HIFI_USE_SHADOW@> OUTPUT(RENDER_UTILS_ATTR_POSITION_ES, vec4, _positionES); OUTPUT(RENDER_UTILS_ATTR_NORMAL_WS, vec3, _normalWS); <@if not HIFI_USE_MTOON@> OUTPUT(RENDER_UTILS_ATTR_COLOR, vec4, _color); <@endif@> OUTPUT(RENDER_UTILS_ATTR_PREV_POSITION_CS, vec4, _prevPositionCS); <@if not HIFI_USE_TRIPLANAR@> <@if HIFI_USE_NORMALMAP@> OUTPUT(RENDER_UTILS_ATTR_TANGENT_WS, vec3, _tangentWS); <@endif@> <@endif@> <@endif@> <@if HIFI_USE_TRIPLANAR@> OUTPUT(RENDER_UTILS_ATTR_POSITION_MS, vec3, _positionMS); OUTPUT(RENDER_UTILS_ATTR_NORMAL_MS, vec3, _normalMS); <@endif@> void main(void) { vec4 positionMS = inPosition; vec3 normalMS = inNormal.xyz; <@if not HIFI_USE_TRIPLANAR@> vec3 tangentMS = inTangent.xyz; <@endif@> <@if HIFI_USE_TRIPLANAR@> _positionMS = inPosition.xyz; _normalMS = normalMS.xyz; <@endif@> <@if HIFI_USE_DEFORMED or HIFI_USE_DEFORMEDDQ@> evalMeshDeformer(inPosition, positionMS, <@if not HIFI_USE_SHADOW@> inNormal.xyz, normalMS, <@if HIFI_USE_NORMALMAP@> <@if not HIFI_USE_TRIPLANAR@> inTangent.xyz, tangentMS, <@endif@> <@endif@> <@endif@> meshDeformer_doSkinning(_inDrawCallInfo.y), inSkinClusterIndex, inSkinClusterWeight, meshDeformer_doBlendshape(_inDrawCallInfo.y), gl_VertexID); <@endif@> TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <@if not HIFI_USE_SHADOW@> <@if not HIFI_USE_MTOON@> _color = color_sRGBAToLinear(inColor); <@endif@> <$transformModelToWorldEyeClipPosAndPrevClipPos(cam, obj, positionMS, _positionWS, _positionES, gl_Position, _prevPositionCS)$> <$transformModelToWorldDir(obj, normalMS, _normalWS)$> <@else@> <$transformModelToClipPos(cam, obj, positionMS, gl_Position)$> <$transformModelToWorldPos(obj, positionMS, _positionWS)$> <@endif@> <@if HIFI_USE_NORMALMAP@> <@if not HIFI_USE_TRIPLANAR@> <$transformModelToWorldDir(obj, tangentMS, _tangentWS)$> <@endif@> <@endif@> for (int layer = 0; layer < NUM_LAYERS; layer++) { _texCoord01[layer] = vec4(0.0); <@if HIFI_USE_SHADOW@> Material mat = getMaterial(layer); BITFIELD matKey = getMaterialKey(mat); // If we have an opacity mask than we need the first tex coord if ((matKey & OPACITY_MASK_MAP_BIT) != 0) { TexMapArray texMapArray = getTexMapArray(layer); <$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _positionWS, _texCoord01[layer].xy)$> <$evalTexMapArrayTexcoord1(texMapArray, inTexCoord1, _positionWS, _texCoord01[layer].zw)$> } <@else@> TexMapArray texMapArray = getTexMapArray(layer); <$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _positionWS, _texCoord01[layer].xy)$> <$evalTexMapArrayTexcoord1(texMapArray, inTexCoord1, _positionWS, _texCoord01[layer].zw)$> <@endif@> } }