2013-01-29 23:54:18 +00:00
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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2013-07-02 18:16:27 +00:00
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#if defined(VARYING_COLOR) || defined(FACEVARYING_COLOR)
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2013-06-28 21:05:47 +00:00
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#undef OSD_USER_VARYING_DECLARE
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#define OSD_USER_VARYING_DECLARE \
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vec3 color;
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#undef OSD_USER_VARYING_ATTRIBUTE_DECLARE
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#define OSD_USER_VARYING_ATTRIBUTE_DECLARE \
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layout(location = 1) in vec3 color;
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#undef OSD_USER_VARYING_PER_VERTEX
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#define OSD_USER_VARYING_PER_VERTEX() \
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outpt.color = color
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#undef OSD_USER_VARYING_PER_CONTROL_POINT
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#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN) \
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outpt[ID_OUT].color = inpt[ID_IN].color
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#undef OSD_USER_VARYING_PER_EVAL_POINT
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#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d) \
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outpt.color = \
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mix(mix(inpt[a].color, inpt[b].color, UV.x), \
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mix(inpt[c].color, inpt[d].color, UV.x), UV.y)
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#else
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#define OSD_USER_VARYING_DECLARE
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#define OSD_USER_VARYING_ATTRIBUTE_DECLARE
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#define OSD_USER_VARYING_PER_VERTEX()
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#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN)
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#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d)
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#endif
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2013-01-29 23:54:18 +00:00
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//--------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------
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#ifdef VERTEX_SHADER
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layout (location=0) in vec4 position;
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2013-06-29 01:34:34 +00:00
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OSD_USER_VARYING_ATTRIBUTE_DECLARE
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2013-01-29 23:54:18 +00:00
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out block {
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OutputVertex v;
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2013-06-28 21:05:47 +00:00
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OSD_USER_VARYING_DECLARE
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2013-06-10 19:53:04 +00:00
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} outpt;
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2013-01-29 23:54:18 +00:00
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void main()
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{
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2013-06-10 19:53:04 +00:00
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outpt.v.position = ModelViewMatrix * position;
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2013-06-28 21:05:47 +00:00
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OSD_USER_VARYING_PER_VERTEX();
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2013-01-29 23:54:18 +00:00
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}
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#endif
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//--------------------------------------------------------------
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// Geometry Shader
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//--------------------------------------------------------------
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#ifdef GEOMETRY_SHADER
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#ifdef PRIM_QUAD
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layout(lines_adjacency) in;
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#define EDGE_VERTS 4
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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layout(triangles) in;
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#define EDGE_VERTS 3
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#endif // PRIM_TRI
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2013-06-27 19:57:21 +00:00
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layout(triangle_strip, max_vertices = EDGE_VERTS) out;
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in block {
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OutputVertex v;
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2013-06-28 21:05:47 +00:00
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OSD_USER_VARYING_DECLARE
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2013-06-27 19:57:21 +00:00
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} inpt[EDGE_VERTS];
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2013-01-29 23:54:18 +00:00
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out block {
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OutputVertex v;
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2013-06-10 22:51:27 +00:00
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noperspective out vec4 edgeDistance;
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2013-06-29 01:34:34 +00:00
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OSD_USER_VARYING_DECLARE
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2013-06-10 19:53:04 +00:00
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} outpt;
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2013-01-29 23:54:18 +00:00
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2013-07-03 19:08:10 +00:00
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void emit(int index, vec3 normal)
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2013-01-29 23:54:18 +00:00
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{
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2013-06-10 19:53:04 +00:00
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outpt.v.position = inpt[index].v.position;
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2013-01-29 23:54:18 +00:00
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#ifdef SMOOTH_NORMALS
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2013-06-10 19:53:04 +00:00
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outpt.v.normal = inpt[index].v.normal;
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2013-01-29 23:54:18 +00:00
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#else
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2013-06-10 19:53:04 +00:00
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outpt.v.normal = normal;
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2013-06-27 19:57:21 +00:00
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#endif
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2013-07-02 18:16:27 +00:00
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2013-06-27 19:57:21 +00:00
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#ifdef VARYING_COLOR
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2013-06-29 01:34:34 +00:00
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outpt.color = inpt[index].color;
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2013-01-29 23:54:18 +00:00
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#endif
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2013-07-02 18:16:27 +00:00
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#ifdef FACEVARYING_COLOR
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#ifdef UNIFORM_SUBDIVISION
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vec2 quadst[4] = vec2[](vec2(0,0), vec2(1,0), vec2(1,1), vec2(0,1));
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vec2 st = quadst[index];
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#else
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vec2 st = inpt[index].v.tessCoord;
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#endif
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2013-07-08 23:16:28 +00:00
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vec2 uv;
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OSD_COMPUTE_FACE_VARYING_2(uv, /*fvarOffset=*/0, st);
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2013-07-03 19:08:10 +00:00
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outpt.color = vec3(uv.s, uv.t, 0);
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2013-07-02 18:16:27 +00:00
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#endif
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2013-06-10 19:53:04 +00:00
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gl_Position = ProjectionMatrix * inpt[index].v.position;
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2013-01-29 23:54:18 +00:00
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EmitVertex();
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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const float VIEWPORT_SCALE = 1024.0; // XXXdyu
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float edgeDistance(vec4 p, vec4 p0, vec4 p1)
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{
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return VIEWPORT_SCALE *
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abs((p.x - p0.x) * (p1.y - p0.y) -
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(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
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}
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2013-07-03 19:08:10 +00:00
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void emit(int index, vec3 normal, vec4 edgeVerts[EDGE_VERTS])
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2013-01-29 23:54:18 +00:00
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{
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2013-06-10 22:51:27 +00:00
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outpt.edgeDistance[0] =
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2013-01-29 23:54:18 +00:00
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edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
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2013-06-10 22:51:27 +00:00
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outpt.edgeDistance[1] =
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2013-01-29 23:54:18 +00:00
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edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
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#ifdef PRIM_TRI
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2013-06-10 22:51:27 +00:00
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outpt.edgeDistance[2] =
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2013-01-29 23:54:18 +00:00
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
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#endif
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#ifdef PRIM_QUAD
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2013-06-10 22:51:27 +00:00
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outpt.edgeDistance[2] =
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2013-01-29 23:54:18 +00:00
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
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2013-06-10 22:51:27 +00:00
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outpt.edgeDistance[3] =
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2013-01-29 23:54:18 +00:00
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edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
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#endif
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2013-07-03 19:08:10 +00:00
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emit(index, normal);
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2013-01-29 23:54:18 +00:00
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}
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#endif
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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2013-07-02 18:16:27 +00:00
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2013-01-29 23:54:18 +00:00
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#ifdef PRIM_QUAD
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2013-06-10 19:53:04 +00:00
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vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
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vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
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vec3 C = (inpt[2].v.position - inpt[1].v.position).xyz;
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2013-01-29 23:54:18 +00:00
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vec3 n0 = normalize(cross(B, A));
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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vec4 edgeVerts[EDGE_VERTS];
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2013-06-10 19:53:04 +00:00
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edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
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edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
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edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
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edgeVerts[3] = ProjectionMatrix * inpt[3].v.position;
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2013-01-29 23:54:18 +00:00
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edgeVerts[0].xy /= edgeVerts[0].w;
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edgeVerts[1].xy /= edgeVerts[1].w;
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edgeVerts[2].xy /= edgeVerts[2].w;
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edgeVerts[3].xy /= edgeVerts[3].w;
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2013-07-03 19:08:10 +00:00
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emit(0, n0, edgeVerts);
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emit(1, n0, edgeVerts);
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emit(3, n0, edgeVerts);
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emit(2, n0, edgeVerts);
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2013-01-29 23:54:18 +00:00
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#else
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2013-07-03 19:08:10 +00:00
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emit(0, n0);
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emit(1, n0);
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emit(3, n0);
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emit(2, n0);
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2013-01-29 23:54:18 +00:00
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#endif
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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2013-06-10 19:53:04 +00:00
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vec3 A = (inpt[1].v.position - inpt[0].v.position).xyz;
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vec3 B = (inpt[2].v.position - inpt[0].v.position).xyz;
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2013-01-29 23:54:18 +00:00
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vec3 n0 = normalize(cross(B, A));
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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vec4 edgeVerts[EDGE_VERTS];
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2013-06-10 19:53:04 +00:00
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edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
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edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
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edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
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2013-01-29 23:54:18 +00:00
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edgeVerts[0].xy /= edgeVerts[0].w;
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edgeVerts[1].xy /= edgeVerts[1].w;
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edgeVerts[2].xy /= edgeVerts[2].w;
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2013-07-03 19:08:10 +00:00
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emit(0, n0, edgeVerts);
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emit(1, n0, edgeVerts);
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emit(2, n0, edgeVerts);
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2013-01-29 23:54:18 +00:00
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#else
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2013-07-03 19:08:10 +00:00
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emit(0, n0);
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emit(1, n0);
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emit(2, n0);
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2013-01-29 23:54:18 +00:00
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#endif
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#endif // PRIM_TRI
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EndPrimitive();
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}
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#endif
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//--------------------------------------------------------------
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// Fragment Shader
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//--------------------------------------------------------------
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#ifdef FRAGMENT_SHADER
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in block {
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OutputVertex v;
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2013-06-10 22:51:27 +00:00
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noperspective in vec4 edgeDistance;
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2013-06-29 01:34:34 +00:00
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OSD_USER_VARYING_DECLARE
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2013-06-10 19:53:04 +00:00
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} inpt;
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2013-01-29 23:54:18 +00:00
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out vec4 outColor;
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#define NUM_LIGHTS 2
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struct LightSource {
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vec4 position;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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};
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layout(std140) uniform Lighting {
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LightSource lightSource[NUM_LIGHTS];
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};
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uniform vec4 diffuseColor = vec4(1);
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uniform vec4 ambientColor = vec4(1);
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vec4
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2013-06-27 19:57:21 +00:00
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lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
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2013-01-29 23:54:18 +00:00
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{
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vec4 color = vec4(0);
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for (int i = 0; i < NUM_LIGHTS; ++i) {
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vec4 Plight = lightSource[i].position;
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vec3 l = (Plight.w == 0.0)
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? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
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vec3 n = normalize(Neye);
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vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
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float d = max(0.0, dot(n, l));
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|
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float s = pow(max(0.0, dot(n, h)), 500.0f);
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color += lightSource[i].ambient * ambientColor
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2013-06-27 19:57:21 +00:00
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+ d * lightSource[i].diffuse * diffuse
|
2013-01-29 23:54:18 +00:00
|
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|
+ s * lightSource[i].specular;
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|
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}
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color.a = 1;
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return color;
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|
|
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}
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|
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|
vec4
|
|
|
|
edgeColor(vec4 Cfill, vec4 edgeDistance)
|
|
|
|
{
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
|
|
#ifdef PRIM_TRI
|
|
|
|
float d =
|
2013-06-10 22:51:27 +00:00
|
|
|
min(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.edgeDistance[2]));
|
2013-01-29 23:54:18 +00:00
|
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|
#endif
|
|
|
|
#ifdef PRIM_QUAD
|
|
|
|
float d =
|
2013-06-10 22:51:27 +00:00
|
|
|
min(min(inpt.edgeDistance[0], inpt.edgeDistance[1]),
|
|
|
|
min(inpt.edgeDistance[2], inpt.edgeDistance[3]));
|
2013-01-29 23:54:18 +00:00
|
|
|
#endif
|
|
|
|
vec4 Cedge = vec4(1.0, 1.0, 0.0, 1.0);
|
|
|
|
float p = exp2(-2 * d * d);
|
|
|
|
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE)
|
|
|
|
if (p < 0.25) discard;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
|
|
|
|
#endif
|
|
|
|
return Cfill;
|
|
|
|
}
|
|
|
|
|
|
|
|
#if defined(PRIM_QUAD) || defined(PRIM_TRI)
|
|
|
|
void
|
|
|
|
main()
|
|
|
|
{
|
2013-06-10 19:53:04 +00:00
|
|
|
vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
|
2013-06-27 19:57:21 +00:00
|
|
|
|
2013-07-02 18:16:27 +00:00
|
|
|
#if defined(VARYING_COLOR)
|
2013-06-29 01:34:34 +00:00
|
|
|
vec4 color = vec4(inpt.color, 1);
|
2013-07-02 18:16:27 +00:00
|
|
|
#elif defined(FACEVARYING_COLOR)
|
2013-07-03 19:08:10 +00:00
|
|
|
// generating a checkerboard pattern
|
|
|
|
vec4 color = vec4(inpt.color.rg,
|
|
|
|
int(floor(20*inpt.color.r)+floor(20*inpt.color.g))&1, 1);
|
2013-06-27 19:57:21 +00:00
|
|
|
#else
|
|
|
|
vec4 color = diffuseColor;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
vec4 Cf = lighting(color, inpt.v.position.xyz, N);
|
2013-01-29 23:54:18 +00:00
|
|
|
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
2013-06-10 22:51:27 +00:00
|
|
|
Cf = edgeColor(Cf, inpt.edgeDistance);
|
2013-01-29 23:54:18 +00:00
|
|
|
#endif
|
|
|
|
|
|
|
|
outColor = Cf;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#endif
|