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Merge pull request #94289 from clayjohn/MOBILE-multimesh-spec-constant
Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
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commit
c5e5fa3d9f
3 changed files with 11 additions and 4 deletions
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@ -76,6 +76,10 @@ void axis_angle_to_tbn(vec3 axis, float angle, out vec3 tangent, out vec3 binorm
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normal = omc_axis.zzz * axis + vec3(-s_axis.y, s_axis.x, c);
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}
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/* Spec Constants */
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layout(constant_id = 17) const bool sc_is_multimesh = false;
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/* Varyings */
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layout(location = 0) highp out vec3 vertex_interp;
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@ -178,8 +182,6 @@ void main() {
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color_interp = color_attrib;
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#endif
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bool is_multimesh = bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
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mat4 model_matrix = instances.data[draw_call.instance_index].transform;
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mat4 inv_view_matrix = scene_data.inv_view_matrix;
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#ifdef USE_DOUBLE_PRECISION
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@ -203,7 +205,7 @@ void main() {
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mat4 matrix;
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mat4 read_model_matrix = model_matrix;
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if (is_multimesh) {
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if (sc_is_multimesh) {
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//multimesh, instances are for it
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#ifdef USE_PARTICLE_TRAILS
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@ -399,7 +401,7 @@ void main() {
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// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
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// We add the result to the vertex and ignore the final lost precision.
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vec3 model_origin = model_matrix[3].xyz;
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if (is_multimesh) {
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if (sc_is_multimesh) {
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vertex = mat3(matrix) * vertex;
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model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
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}
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