Files
filament/shaders/src/inputs.vs
Mathias Agopian fcca62ec6a spotlight light-space position moved to the fragment shader
We have a limited number of interpolants, and 2 were used for spotlights,
but this is a fairly uncommon case, so we move the calculation to the
fragment shader. A side effect of this is that we are not limited to 
two spot-light anymore from the shader's point of view.

This essentially adds a vector transform per fragment, but on the other
hand, it removes communication between the vertex and fragment shader,
as well as interpolation of the position.
2021-06-29 17:19:43 -07:00

82 lines
2.2 KiB
GLSL

layout(location = LOCATION_POSITION) in vec4 mesh_position;
#if defined(HAS_ATTRIBUTE_TANGENTS)
layout(location = LOCATION_TANGENTS) in vec4 mesh_tangents;
#endif
#if defined(HAS_ATTRIBUTE_COLOR)
layout(location = LOCATION_COLOR) in vec4 mesh_color;
#endif
#if defined(HAS_ATTRIBUTE_UV0)
layout(location = LOCATION_UV0) in vec2 mesh_uv0;
#endif
#if defined(HAS_ATTRIBUTE_UV1)
layout(location = LOCATION_UV1) in vec2 mesh_uv1;
#endif
#if defined(HAS_ATTRIBUTE_BONE_INDICES)
layout(location = LOCATION_BONE_INDICES) in uvec4 mesh_bone_indices;
#endif
#if defined(HAS_ATTRIBUTE_BONE_WEIGHTS)
layout(location = LOCATION_BONE_WEIGHTS) in vec4 mesh_bone_weights;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM0)
layout(location = LOCATION_CUSTOM0) in vec4 mesh_custom0;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM1)
layout(location = LOCATION_CUSTOM1) in vec4 mesh_custom1;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM2)
layout(location = LOCATION_CUSTOM2) in vec4 mesh_custom2;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM3)
layout(location = LOCATION_CUSTOM3) in vec4 mesh_custom3;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM4)
layout(location = LOCATION_CUSTOM4) in vec4 mesh_custom4;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM5)
layout(location = LOCATION_CUSTOM5) in vec4 mesh_custom5;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM6)
layout(location = LOCATION_CUSTOM6) in vec4 mesh_custom6;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM7)
layout(location = LOCATION_CUSTOM7) in vec4 mesh_custom7;
#endif
LAYOUT_LOCATION(4) out highp vec3 vertex_worldPosition;
#if defined(HAS_ATTRIBUTE_TANGENTS)
LAYOUT_LOCATION(5) SHADING_INTERPOLATION out mediump vec3 vertex_worldNormal;
#if defined(MATERIAL_NEEDS_TBN)
LAYOUT_LOCATION(6) SHADING_INTERPOLATION out mediump vec4 vertex_worldTangent;
#endif
#endif
LAYOUT_LOCATION(7) out highp vec4 vertex_position;
#if defined(HAS_ATTRIBUTE_COLOR)
LAYOUT_LOCATION(9) out mediump vec4 vertex_color;
#endif
#if defined(HAS_ATTRIBUTE_UV0) && !defined(HAS_ATTRIBUTE_UV1)
LAYOUT_LOCATION(10) out highp vec2 vertex_uv01;
#elif defined(HAS_ATTRIBUTE_UV1)
LAYOUT_LOCATION(10) out highp vec4 vertex_uv01;
#endif
#if defined(HAS_SHADOWING) && defined(HAS_DIRECTIONAL_LIGHTING)
LAYOUT_LOCATION(11) out highp vec4 vertex_lightSpacePosition;
#endif