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Rename several transform built-ins in shaders
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e462e2934d
commit
0d9aecd967
24 changed files with 156 additions and 156 deletions
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@ -73,8 +73,8 @@ layout(location = 12) in highp vec4 instance_custom_data;
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// uniforms
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//
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uniform highp mat4 camera_matrix;
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uniform highp mat4 camera_inverse_matrix;
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uniform highp mat4 inv_view_matrix;
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uniform highp mat4 view_matrix;
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uniform highp mat4 projection_matrix;
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uniform highp mat4 projection_inverse_matrix;
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@ -314,7 +314,7 @@ uniform mediump float fog_height_curve;
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void main() {
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highp vec4 vertex = vertex_attrib;
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mat4 world_matrix = world_transform;
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mat4 model_matrix = world_transform;
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#ifdef USE_INSTANCING
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{
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@ -323,7 +323,7 @@ void main() {
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instance_xform_row_1,
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instance_xform_row_2,
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vec4(0.0, 0.0, 0.0, 1.0));
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world_matrix = world_matrix * transpose(m);
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model_matrix = model_matrix * transpose(m);
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}
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#endif
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@ -356,12 +356,12 @@ void main() {
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#endif
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = world_matrix * vertex;
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normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
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vertex = model_matrix * vertex;
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normal = normalize((model_matrix * vec4(normal, 0.0)).xyz);
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
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binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
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tangent = normalize((model_matrix * vec4(tangent, 0.0)).xyz);
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binormal = normalize((model_matrix * vec4(binormal, 0.0)).xyz);
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#endif
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#endif
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@ -395,7 +395,7 @@ void main() {
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#endif
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world_matrix = world_matrix * bone_transform;
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model_matrix = model_matrix * bone_transform;
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#endif
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@ -408,11 +408,11 @@ void main() {
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mat4 local_projection_matrix = projection_matrix;
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mat4 modelview = camera_inverse_matrix * world_matrix;
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mat4 modelview = view_matrix * model_matrix;
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float roughness = 1.0;
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#define projection_matrix local_projection_matrix
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#define world_transform world_matrix
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#define world_transform model_matrix
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float point_size = 1.0;
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@ -439,11 +439,11 @@ VERTEX_SHADER_CODE
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#endif
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = camera_inverse_matrix * vertex;
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normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
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vertex = view_matrix * vertex;
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normal = normalize((view_matrix * vec4(normal, 0.0)).xyz);
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
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binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
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tangent = normalize((view_matrix * vec4(tangent, 0.0)).xyz);
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binormal = normalize((view_matrix * vec4(binormal, 0.0)).xyz);
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#endif
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#endif
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@ -635,7 +635,7 @@ VERTEX_SHADER_CODE
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#ifdef FOG_HEIGHT_ENABLED
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{
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float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
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float y = (inv_view_matrix * vec4(vertex_interp, 1.0)).y;
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fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
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}
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#endif
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@ -680,9 +680,9 @@ precision mediump int;
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// uniforms
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//
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uniform highp mat4 camera_matrix;
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uniform highp mat4 inv_view_matrix;
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/* clang-format on */
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uniform highp mat4 camera_inverse_matrix;
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uniform highp mat4 view_matrix;
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uniform highp mat4 projection_matrix;
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uniform highp mat4 projection_inverse_matrix;
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@ -1644,7 +1644,7 @@ FRAGMENT_SHADER_CODE
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cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5);
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cone_dirs[11] = vec3(0.267617, -0.823639, -0.5);
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vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
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vec3 local_normal = normalize(inv_view_matrix * vec4(normal, 0.0)).xyz;
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vec4 captured = vec4(0.0);
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float sum = 0.0;
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for (int i = 0; i < 12; i++) {
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@ -2122,7 +2122,7 @@ FRAGMENT_SHADER_CODE
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#ifdef FOG_HEIGHT_ENABLED
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{
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float y = (camera_matrix * vec4(vertex, 1.0)).y;
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float y = (inv_view_matrix * vec4(vertex, 1.0)).y;
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fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
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}
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#endif
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