This commit renames all shader snippet files to conform to the newly introduced naming convention outlined in README.md. The new naming convention uses a `prefix_name.suffix` format to clearly indicate the purpose and target shader stage of each snippet. This improves the overall organization and readability of the shader code, making it easier to understand how each snippet contributes to the shader generation process. No functional changes were made to the shader code itself or source code. This is purely a refactoring for clarity and maintainability.
46 lines
1.5 KiB
GLSL
46 lines
1.5 KiB
GLSL
void main() {
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// Initialize the vertex shader inputs to sensible default values.
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PostProcessVertexInputs inputs;
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initPostProcessMaterialVertex(inputs);
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inputs.normalizedUV = position.xy * 0.5 + 0.5;
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inputs.position = getPosition();
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// Invoke user code
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postProcessVertex(inputs);
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// (vertex domain) GL convention to inverted DX convention
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inputs.position.z = inputs.position.z * -0.5 + 0.5;
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#if defined(TARGET_VULKAN_ENVIRONMENT)
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// In Vulkan, clip space is Y-down. In OpenGL and Metal, clip space is Y-up.
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inputs.position.y = -inputs.position.y;
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#endif
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// Adjust clip-space
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#if !defined(TARGET_VULKAN_ENVIRONMENT) && !defined(TARGET_METAL_ENVIRONMENT)
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// This is not needed in Vulkan or Metal because clipControl is always (1, 0)
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// (We don't use a dot() here because it works around a spirv-opt optimization that in turn
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// causes a crash on PowerVR, see #5118)
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inputs.position.z = inputs.position.z * frameUniforms.clipControl.x + inputs.position.w * frameUniforms.clipControl.y;
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#endif
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// Handle user-defined interpolated attributes
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#if defined(VARIABLE_CUSTOM0)
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VARIABLE_CUSTOM_AT0 = inputs.VARIABLE_CUSTOM0;
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#endif
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#if defined(VARIABLE_CUSTOM1)
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VARIABLE_CUSTOM_AT1 = inputs.VARIABLE_CUSTOM1;
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#endif
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#if defined(VARIABLE_CUSTOM2)
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VARIABLE_CUSTOM_AT2 = inputs.VARIABLE_CUSTOM2;
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#endif
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#if defined(VARIABLE_CUSTOM3)
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VARIABLE_CUSTOM_AT3 = inputs.VARIABLE_CUSTOM3;
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#endif
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// some PowerVR drivers crash when gl_Position is written more than once
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gl_Position = inputs.position;
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}
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