This unify the C++ and GLSL codebase style. The GLSL types are still in the backend compatibility layers to support python shaders. However, the C++ shader compilation layer doesn't have them to enforce correct type usage. Note that this is going to break pretty much all PRs in flight that targets shader code. Rel #137261 Pull Request: https://projects.blender.org/blender/blender/pulls/137369
16 lines
384 B
GLSL
16 lines
384 B
GLSL
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#include "gpu_shader_material_transform_utils.glsl"
|
|
|
|
void camera(out float3 outview, out float outdepth, out float outdist)
|
|
{
|
|
float3 vP;
|
|
point_transform_world_to_view(g_data.P, vP);
|
|
vP.z = -vP.z;
|
|
outdepth = abs(vP.z);
|
|
outdist = length(vP);
|
|
outview = normalize(vP);
|
|
}
|