OpenSubdiv/examples/simpleCpu/shader.glsl

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//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
2013-07-18 21:19:50 +00:00
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
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//#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