A recent refactor was causing the following error when the vertex domain was set to `device`: ``` ERROR: main.vs:23: 'material' : undeclared identifier ERROR: main.vs:23: 'materialVertex' : no matching overloaded function found ```
172 lines
7.0 KiB
GLSL
172 lines
7.0 KiB
GLSL
/*
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* This is the main vertex shader of surface materials. It can be invoked with
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* USE_OPTIMIZED_DEPTH_VERTEX_SHADER defined, and in this case we are guaranteed that the
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* DEPTH variant is active *AND* there is no custom vertex shader (i.e.: materialVertex() is
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* empty).
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* We can use this to remove all code that doesn't participate in the depth computation.
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*/
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void main() {
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// Initialize the inputs to sensible default values, see material_inputs.vs
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#if defined(USE_OPTIMIZED_DEPTH_VERTEX_SHADER)
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// In USE_OPTIMIZED_DEPTH_VERTEX_SHADER mode, we can even skip this if we're already in
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// VERTEX_DOMAIN_DEVICE and we don't have VSM.
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#if !defined(VERTEX_DOMAIN_DEVICE) || defined(HAS_VSM)
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// Run initMaterialVertex to compute material.worldPosition.
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MaterialVertexInputs material;
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initMaterialVertex(material);
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// materialVertex() is guaranteed to be empty here, but we keep it to workaround some problem
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// in NVIDA drivers related to depth invariance.
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materialVertex(material);
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#endif
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#else // defined(USE_OPTIMIZED_DEPTH_VERTEX_SHADER)
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MaterialVertexInputs material;
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initMaterialVertex(material);
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#if defined(HAS_ATTRIBUTE_TANGENTS)
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// If the material defines a value for the "normal" property, we need to output
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// the full orthonormal basis to apply normal mapping
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#if defined(MATERIAL_NEEDS_TBN)
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// Extract the normal and tangent in world space from the input quaternion
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// We encode the orthonormal basis as a quaternion to save space in the attributes
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toTangentFrame(mesh_tangents, material.worldNormal, vertex_worldTangent.xyz);
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#if defined(HAS_SKINNING_OR_MORPHING)
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if ((objectUniforms.flags & FILAMENT_OBJECT_MORPHING_ENABLED_BIT) != 0u) {
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vec3 normal0, normal1, normal2, normal3;
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toTangentFrame(mesh_custom4, normal0);
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toTangentFrame(mesh_custom5, normal1);
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toTangentFrame(mesh_custom6, normal2);
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toTangentFrame(mesh_custom7, normal3);
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material.worldNormal += objectUniforms.morphWeights.x * normal0;
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material.worldNormal += objectUniforms.morphWeights.y * normal1;
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material.worldNormal += objectUniforms.morphWeights.z * normal2;
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material.worldNormal += objectUniforms.morphWeights.w * normal3;
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material.worldNormal = normalize(material.worldNormal);
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}
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if ((objectUniforms.flags & FILAMENT_OBJECT_SKINNING_ENABLED_BIT) != 0u) {
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skinNormal(material.worldNormal, mesh_bone_indices, mesh_bone_weights);
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skinNormal(vertex_worldTangent.xyz, mesh_bone_indices, mesh_bone_weights);
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}
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#endif
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// We don't need to normalize here, even if there's a scale in the matrix
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// because we ensure the worldFromModelNormalMatrix pre-scales the normal such that
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// all its components are < 1.0. This prevents the bitangent to exceed the range of fp16
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// in the fragment shader, where we renormalize after interpolation
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vertex_worldTangent.xyz = objectUniforms.worldFromModelNormalMatrix * vertex_worldTangent.xyz;
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vertex_worldTangent.w = mesh_tangents.w;
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material.worldNormal = objectUniforms.worldFromModelNormalMatrix * material.worldNormal;
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#else // MATERIAL_NEEDS_TBN
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// Without anisotropy or normal mapping we only need the normal vector
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toTangentFrame(mesh_tangents, material.worldNormal);
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#if defined(HAS_SKINNING_OR_MORPHING)
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if ((objectUniforms.flags & FILAMENT_OBJECT_SKINNING_ENABLED_BIT) != 0u) {
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skinNormal(material.worldNormal, mesh_bone_indices, mesh_bone_weights);
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}
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#endif
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material.worldNormal = objectUniforms.worldFromModelNormalMatrix * material.worldNormal;
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#endif // MATERIAL_HAS_ANISOTROPY || MATERIAL_HAS_NORMAL || MATERIAL_HAS_CLEAR_COAT_NORMAL
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#endif // HAS_ATTRIBUTE_TANGENTS
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// Invoke user code
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materialVertex(material);
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// Handle built-in interpolated attributes
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#if defined(HAS_ATTRIBUTE_COLOR)
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vertex_color = material.color;
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#endif
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#if defined(HAS_ATTRIBUTE_UV0)
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vertex_uv01.xy = material.uv0;
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#endif
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#if defined(HAS_ATTRIBUTE_UV1)
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vertex_uv01.zw = material.uv1;
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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 = material.VARIABLE_CUSTOM0;
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#endif
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#if defined(VARIABLE_CUSTOM1)
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VARIABLE_CUSTOM_AT1 = material.VARIABLE_CUSTOM1;
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#endif
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#if defined(VARIABLE_CUSTOM2)
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VARIABLE_CUSTOM_AT2 = material.VARIABLE_CUSTOM2;
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#endif
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#if defined(VARIABLE_CUSTOM3)
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VARIABLE_CUSTOM_AT3 = material.VARIABLE_CUSTOM3;
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#endif
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// The world position can be changed by the user in materialVertex()
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vertex_worldPosition.xyz = material.worldPosition.xyz;
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#ifdef HAS_ATTRIBUTE_TANGENTS
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vertex_worldNormal = material.worldNormal;
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#endif
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#if defined(HAS_SHADOWING) && defined(HAS_DIRECTIONAL_LIGHTING)
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vertex_lightSpacePosition = computeLightSpacePosition(
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vertex_worldPosition.xyz, vertex_worldNormal,
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frameUniforms.lightDirection, frameUniforms.shadowBias.y, getLightFromWorldMatrix());
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#endif
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#endif // !defined(USE_OPTIMIZED_DEPTH_VERTEX_SHADER)
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#if defined(VERTEX_DOMAIN_DEVICE)
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// The other vertex domains are handled in initMaterialVertex()->computeWorldPosition()
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gl_Position = getPosition();
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#else
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gl_Position = getClipFromWorldMatrix() * getWorldPosition(material);
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#endif
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#if !defined(USE_OPTIMIZED_DEPTH_VERTEX_SHADER)
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#if defined(MATERIAL_HAS_CLIP_SPACE_TRANSFORM)
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gl_Position = getClipSpaceTransform(material) * gl_Position;
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#endif
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#endif // !USE_OPTIMIZED_DEPTH_VERTEX_SHADER
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#if defined(VERTEX_DOMAIN_DEVICE)
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// GL convention to inverted DX convention (must happen after clipSpaceTransform)
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gl_Position.z = gl_Position.z * -0.5 + 0.5;
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#endif
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#if defined(HAS_VSM)
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// For VSM, we use the linear light-space Z coordinate as the depth metric, which works for both
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// directional and spot lights and can be safely interpolated.
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// The value is guaranteed to be between [-znear, -zfar] by construction of viewFromWorldMatrix,
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// (see ShadowMap.cpp).
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// Use vertex_worldPosition.w which is otherwise not used to store the interpolated
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// light-space depth.
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highp float z = (frameUniforms.viewFromWorldMatrix * vec4(material.worldPosition.xyz, 1.0)).z;
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// rescale [near, far] to [0, 1]
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highp float depth = -z * frameUniforms.oneOverFarMinusNear - frameUniforms.nearOverFarMinusNear;
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// EVSM pre-mapping
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depth = frameUniforms.vsmExponent * (depth * 2.0 - 1.0);
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vertex_worldPosition.w = depth;
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#endif
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// this must happen before we compensate for vulkan below
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vertex_position = gl_Position;
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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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gl_Position.y = -gl_Position.y;
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#endif
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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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gl_Position.z = dot(gl_Position.zw, frameUniforms.clipControl);
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#endif
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}
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