Override GL_position

This commit is contained in:
Bastiaan Olij 2018-11-28 22:07:33 +11:00
parent 404f394226
commit 9f266cf7e5
5 changed files with 22 additions and 0 deletions

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@ -824,6 +824,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
@ -889,6 +890,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";

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@ -354,6 +354,10 @@ void main() {
uv2_interp = uv2_attrib;
#endif
#ifdef OVERRIDE_POSITION
highp vec4 position;
#endif
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = world_matrix * vertex;
normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
@ -641,7 +645,12 @@ VERTEX_SHADER_CODE
#endif //fog
#endif //use vertex lighting
#ifdef OVERRIDE_POSITION
gl_Position = position;
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
}
/* clang-format off */

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@ -838,6 +838,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
@ -903,6 +904,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";

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@ -306,6 +306,10 @@ void main() {
uv2_interp = uv2_attrib;
#endif
#ifdef OVERRIDE_POSITION
highp vec4 position;
#endif
#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM)
vec4 instance_custom = instance_custom_data;
#else
@ -461,7 +465,11 @@ VERTEX_SHADER_CODE
#endif //RENDER_DEPTH
#ifdef OVERRIDE_POSITION
gl_Position = position;
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
position_interp = gl_Position;

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@ -60,6 +60,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;