$input a_position, a_normal, a_texcoord0 $output v_normal, v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3 /* * Copyright 2021 elven cache. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "../common/common.sh" #include "parameters.sh" void main() { // Calculate vertex position vec3 pos = a_position.xyz; gl_Position = mul(u_modelViewProj, vec4(pos, 1.0)); // Calculate previous frame's position mat4 worldToViewPrev = mat4( u_worldToViewPrev0, u_worldToViewPrev1, u_worldToViewPrev2, u_worldToViewPrev3 ); mat4 viewToProjPrev = mat4( u_viewToProjPrev0, u_viewToProjPrev1, u_viewToProjPrev2, u_viewToProjPrev3 ); vec3 wsPos = mul(u_model[0], vec4(pos, 1.0)).xyz; vec3 vspPos = instMul(worldToViewPrev, vec4(wsPos, 1.0)).xyz; vec4 pspPos = instMul(viewToProjPrev, vec4(vspPos, 1.0)); // Calculate normal, unpack vec3 osNormal = a_normal.xyz * 2.0 - 1.0; // Transform normal into world space vec3 wsNormal = mul(u_model[0], vec4(osNormal, 0.0)).xyz; v_normal.xyz = normalize(wsNormal); v_texcoord0 = a_texcoord0; // Store previous frame projection space position in extra texCoord attribute v_texcoord1 = pspPos; // Store world space view vector in extra texCoord attribute vec3 wsCamPos = mul(u_invView, vec4(0.0, 0.0, 0.0, 1.0)).xyz; vec3 view = normalize(wsCamPos - wsPos); v_texcoord2 = vec4(wsPos, 1.0); v_texcoord3 = vec4(wsCamPos, 1.0); }