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test2/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
Clément Foucault 3b3a5731df GPU: Shader: Change vector and matrix type to use blender convention
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
2025-04-14 13:46:41 +02:00

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466 B
GLSL

/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "infos/gpu_shader_3D_depth_only_info.hh"
#include "gpu_shader_cfg_world_clip_lib.glsl"
VERTEX_SHADER_CREATE_INFO(gpu_shader_3D_depth_only)
void main()
{
gl_Position = ModelViewProjectionMatrix * float4(pos, 1.0f);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((clipPlanes.ClipModelMatrix * float4(pos, 1.0f)).xyz);
#endif
}