Eevee: Cleanup remaining shadow geometry references.
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@ -181,7 +181,6 @@ data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl SR
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data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_geom.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_store_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_copy_frag.glsl SRC)
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@ -44,7 +44,6 @@ static struct {
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} e_data = {NULL}; /* Engine data */
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extern char datatoc_shadow_vert_glsl[];
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extern char datatoc_shadow_geom_glsl[];
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extern char datatoc_shadow_frag_glsl[];
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extern char datatoc_shadow_store_frag_glsl[];
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extern char datatoc_shadow_copy_frag_glsl[];
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@ -89,7 +89,6 @@ extern char datatoc_lit_surface_vert_glsl[];
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extern char datatoc_raytrace_lib_glsl[];
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extern char datatoc_ssr_lib_glsl[];
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extern char datatoc_shadow_vert_glsl[];
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extern char datatoc_shadow_geom_glsl[];
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extern char datatoc_lightprobe_geom_glsl[];
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extern char datatoc_lightprobe_vert_glsl[];
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extern char datatoc_background_vert_glsl[];
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@ -312,8 +312,6 @@ typedef struct EEVEE_ShadowCascade {
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} EEVEE_ShadowCascade;
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typedef struct EEVEE_ShadowRender {
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float shadowmat[6][4][4]; /* World->Lamp->NDC : used to render the shadow map. 6 frustum for cubemap shadow */
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float viewmat[6][4][4]; /* World->Lamp : used to render the shadow map. 6 viewmat for cubemap shadow */
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float position[3], pad;
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float cube_texel_size;
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float stored_texel_size;
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@ -2,8 +2,6 @@
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* to linear depth (or other storage method) and doing a 3x3 box filter. */
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layout(std140) uniform shadow_render_block {
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mat4 ShadowMatrix[6];
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mat4 FaceViewMatrix[6];
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vec4 lampPosition;
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float cubeTexelSize;
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float storedTexelSize;
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@ -1,53 +0,0 @@
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layout(std140) uniform shadow_render_block {
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mat4 ShadowMatrix[6];
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mat4 FaceViewMatrix[6];
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vec4 lampPosition;
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float cubeTexelSize;
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float storedTexelSize;
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float nearClip;
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float farClip;
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int shadowSampleCount;
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float shadowInvSampleCount;
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};
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layout(triangles) in;
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layout(triangle_strip, max_vertices=3) out;
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in vec4 vPos[];
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flat in int face[];
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#ifdef MESH_SHADER
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in vec3 vNor[];
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#endif
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out vec3 worldPosition;
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#ifdef MESH_SHADER
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out vec3 viewPosition; /* Required. otherwise generate linking error. */
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out vec3 worldNormal; /* Required. otherwise generate linking error. */
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out vec3 viewNormal; /* Required. otherwise generate linking error. */
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flat out int shFace;
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#else
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int shFace;
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#endif
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void main() {
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shFace = face[0];
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gl_Layer = shFace;
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for (int v = 0; v < 3; ++v) {
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gl_Position = ShadowMatrix[shFace] * vPos[v];
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worldPosition = vPos[v].xyz;
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#ifdef MESH_SHADER
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worldNormal = vNor[v];
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viewPosition = (FaceViewMatrix[shFace] * vec4(worldPosition, 1.0)).xyz;
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viewNormal = (FaceViewMatrix[shFace] * vec4(worldNormal, 0.0)).xyz;
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#ifdef ATTRIB
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pass_attrib(v);
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#endif
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#endif
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EmitVertex();
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}
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EndPrimitive();
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}
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@ -1,7 +1,5 @@
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layout(std140) uniform shadow_render_block {
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mat4 ShadowMatrix[6];
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mat4 FaceViewMatrix[6];
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vec4 lampPosition;
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float cubeTexelSize;
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float storedTexelSize;
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