R2 Shaders
R2SurfaceBatched.vert
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1 /// \file R2SurfaceBatched.vert
2 /// \brief A vertex shader for batched instances.
3 
4 #include "R2LogDepth.h"
5 #include "R2Normals.h"
6 #include "R2SurfaceTypes.h"
8 #include "R2View.h"
9 
10 out R2_vertex_data_t R2_vertex_data;
11 out R2_surface_matrices_instance_t R2_surface_matrices_instance;
12 
13 uniform R2_view_t R2_view;
14 
15 void
16 main (void)
17 {
18  mat4x4 m_modelview =
19  (R2_view.transform_view * R2_vertex_transform_model);
20  // Batched transforms are guaranteed to be orthogonal
21  mat3x3 m_normal =
22  mat3x3 (m_modelview);
23  mat3x3 m_uv =
24  mat3x3 (1.0); // Identity matrix
25 
26  vec4 position_hom =
27  vec4 (R2_vertex_position, 1.0);
28  vec4 position_eye =
29  (m_modelview * position_hom);
30  vec4 position_clip =
31  ((R2_view.transform_projection * m_modelview) * position_hom);
32  vec4 position_clip_log =
33  vec4 (
34  position_clip.xy,
35  R2_logDepthEncodeFull (position_clip.w, R2_view.depth_coefficient),
36  position_clip.w);
37 
38  float positive_eye_z = R2_logDepthPrepareEyeZ (position_eye.z);
39 
40  vec2 uv = R2_vertex_uv;
41  vec4 tangent4 = R2_vertex_tangent4;
42  vec3 tangent = tangent4.xyz;
43  vec3 normal = R2_vertex_normal;
44  vec3 bitangent = R2_normalsBitangent (normal, tangent4);
45 
46  R2_surface_matrices_instance = R2_surface_matrices_instance_t (
47  m_modelview,
48  m_normal,
49  m_uv
50  );
51 
52  R2_vertex_data = R2_vertex_data_t (
53  position_eye,
54  position_clip,
55  positive_eye_z,
56  uv,
57  normal,
58  tangent,
59  bitangent
60  );
61 
62  gl_Position = position_clip_log;
63 }
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
Definition: R2LogDepth.h:51
mat4x4 transform_projection
Eye-space to Clip-space matrix.
Definition: R2View.h:15
vec3 R2_normalsBitangent(const vec3 n, const vec4 t)
Definition: R2Normals.h:58
Functions for transforming normal vectors.
Types relating to the view.
Types for deferred surface shading.
Interpolated vertex data that all deferred surface shaders will receive.
float R2_logDepthPrepareEyeZ(const float z)
Definition: R2LogDepth.h:15
Logarithmic depth functions.
Data delivered via vertex attributes to batched instances in deferred rendering.
float depth_coefficient
The scene's logarithmic depth coefficient.
Definition: R2View.h:11
Matrices related to the rendered instance that all deferred surface shaders will receive.
Matrices and parameters related to the view that all surface shaders will receive.
Definition: R2View.h:9
mat4x4 transform_view
World-space to Eye-space matrix.
Definition: R2View.h:13