OpenSubdiv/examples/simpleCpu/shader.glsl

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//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
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// including the license conditions and limitations in section 3,
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// royalty-free copyright license to reproduce its contribution,
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// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
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// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
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//
2013-01-05 02:18:38 +00:00
//#version 330
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec3 position;
layout (location=1) in vec3 normal;
out vec3 vPosition;
out vec3 vNormal;
out vec4 vColor;
void main()
{
vPosition = position;
vNormal = normal;
vColor = vec4(1, 1, 1, 1);
}
#endif
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
#ifdef PRIM_QUAD
layout(lines_adjacency) in;
#ifdef GEOMETRY_OUT_FILL
layout(triangle_strip, max_vertices = 4) out;
#endif
#ifdef GEOMETRY_OUT_LINE
layout(line_strip, max_vertices = 5) out;
#endif
in vec3 vPosition[4];
in vec3 vNormal[4];
#else // PRIM_TRI
layout(triangles) in;
#ifdef GEOMETRY_OUT_FILL
layout(triangle_strip, max_vertices = 3) out;
#endif
#ifdef GEOMETRY_OUT_LINE
layout(line_strip, max_vertices = 4) out;
#endif
in vec3 vPosition[3];
in vec3 vNormal[3];
#endif // PRIM_TRI/QUAD
uniform mat4 objectToClipMatrix;
uniform mat4 objectToEyeMatrix;
flat out vec3 gFacetNormal;
out vec3 Peye;
out vec3 Neye;
out vec4 Cout;
void emit(int index)
{
Peye = vPosition[index];
gl_Position = objectToClipMatrix * vec4(vPosition[index], 1);
Neye = (objectToEyeMatrix * vec4(vNormal[index], 0)).xyz;
EmitVertex();
}
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
#ifdef PRIM_QUAD
#ifdef GEOMETRY_OUT_FILL
vec3 A = vPosition[0] - vPosition[1];
vec3 B = vPosition[3] - vPosition[1];
vec3 C = vPosition[2] - vPosition[1];
gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz;
emit(0);
emit(1);
emit(3);
// gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(C, B)), 0)).xyz;
emit(2);
#else // GEOMETRY_OUT_LINE
emit(0);
emit(1);
emit(2);
emit(3);
emit(0);
#endif
#endif // PRIM_QUAD
#ifdef PRIM_TRI
vec3 A = vPosition[1] - vPosition[0];
vec3 B = vPosition[2] - vPosition[0];
gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz;
emit(0);
emit(1);
emit(2);
#ifdef GEOMETRY_OUT_LINE
emit(0);
#endif //GEOMETRY_OUT_LINE
#endif // PRIM_TRI
EndPrimitive();
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
layout (location=0) out vec4 FragColor;
flat in vec3 gFacetNormal;
in vec3 Neye;
in vec3 Peye;
in vec4 Cout;
#define NUM_LIGHTS 2
struct LightSource {
vec4 position;
vec4 ambient;
vec4 diffuse;
vec4 specular;
};
uniform LightSource lightSource[NUM_LIGHTS];
vec4
lighting(vec3 Peye, vec3 Neye)
{
vec4 color = vec4(0);
vec4 material = vec4(0.4, 0.4, 0.8, 1);
for (int i = 0; i < NUM_LIGHTS; ++i) {
vec4 Plight = lightSource[i].position;
vec3 l = (Plight.w == 0.0)
? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
vec3 n = normalize(Neye);
vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
float d = max(0.0, dot(n, l));
float s = pow(max(0.0, dot(n, h)), 500.0f);
color += lightSource[i].ambient * material
+ d * lightSource[i].diffuse * material
+ s * lightSource[i].specular;
}
color.a = 1;
return color;
}
#ifdef GEOMETRY_OUT_LINE
uniform vec4 fragColor;
void
main()
{
FragColor = fragColor;
}
#else
void
main()
{
vec3 N = (gl_FrontFacing ? gFacetNormal : -gFacetNormal);
FragColor = lighting(Peye, N);
}
#endif // GEOMETRY_OUT_LINE
#endif