2012-10-08 23:04:53 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// Copyright 2013 Pixar
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2012-10-08 23:04:53 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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2012-10-08 23:04:53 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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2012-10-08 23:04:53 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// You may obtain a copy of the Apache License at
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2012-10-08 23:04:53 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// http://www.apache.org/licenses/LICENSE-2.0
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2013-07-18 21:19:50 +00:00
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//
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2013-09-26 19:04:57 +00:00
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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2012-10-08 23:04:53 +00:00
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//
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2013-01-05 02:18:38 +00:00
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//#version 330
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2012-12-11 01:15:13 +00:00
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2012-10-08 23:04:53 +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 vec3 position;
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layout (location=1) in vec3 normal;
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out vec3 vPosition;
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out vec3 vNormal;
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out vec4 vColor;
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void main()
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{
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vPosition = position;
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vNormal = normal;
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vColor = vec4(1, 1, 1, 1);
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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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#ifdef GEOMETRY_OUT_FILL
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layout(triangle_strip, max_vertices = 4) out;
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#endif
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#ifdef GEOMETRY_OUT_LINE
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layout(line_strip, max_vertices = 5) out;
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#endif
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in vec3 vPosition[4];
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in vec3 vNormal[4];
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#else // PRIM_TRI
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layout(triangles) in;
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#ifdef GEOMETRY_OUT_FILL
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layout(triangle_strip, max_vertices = 3) out;
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#endif
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#ifdef GEOMETRY_OUT_LINE
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layout(line_strip, max_vertices = 4) out;
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#endif
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in vec3 vPosition[3];
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in vec3 vNormal[3];
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#endif // PRIM_TRI/QUAD
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uniform mat4 objectToClipMatrix;
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uniform mat4 objectToEyeMatrix;
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flat out vec3 gFacetNormal;
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out vec3 Peye;
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out vec3 Neye;
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out vec4 Cout;
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void emit(int index)
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{
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Peye = vPosition[index];
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gl_Position = objectToClipMatrix * vec4(vPosition[index], 1);
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Neye = (objectToEyeMatrix * vec4(vNormal[index], 0)).xyz;
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EmitVertex();
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}
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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#ifdef PRIM_QUAD
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#ifdef GEOMETRY_OUT_FILL
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vec3 A = vPosition[0] - vPosition[1];
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vec3 B = vPosition[3] - vPosition[1];
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vec3 C = vPosition[2] - vPosition[1];
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gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz;
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emit(0);
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emit(1);
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emit(3);
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// gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(C, B)), 0)).xyz;
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emit(2);
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#else // GEOMETRY_OUT_LINE
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emit(0);
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emit(1);
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emit(2);
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emit(3);
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emit(0);
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#endif
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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vec3 A = vPosition[1] - vPosition[0];
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vec3 B = vPosition[2] - vPosition[0];
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gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz;
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emit(0);
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emit(1);
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emit(2);
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#ifdef GEOMETRY_OUT_LINE
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emit(0);
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#endif //GEOMETRY_OUT_LINE
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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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layout (location=0) out vec4 FragColor;
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flat in vec3 gFacetNormal;
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in vec3 Neye;
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in vec3 Peye;
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in vec4 Cout;
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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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uniform LightSource lightSource[NUM_LIGHTS];
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vec4
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lighting(vec3 Peye, vec3 Neye)
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{
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vec4 color = vec4(0);
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vec4 material = vec4(0.4, 0.4, 0.8, 1);
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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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float s = pow(max(0.0, dot(n, h)), 500.0f);
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color += lightSource[i].ambient * material
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+ d * lightSource[i].diffuse * material
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+ s * lightSource[i].specular;
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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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#ifdef GEOMETRY_OUT_LINE
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uniform vec4 fragColor;
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void
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main()
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{
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FragColor = fragColor;
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}
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#else
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void
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main()
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{
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vec3 N = (gl_FrontFacing ? gFacetNormal : -gFacetNormal);
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FragColor = lighting(Peye, N);
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}
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#endif // GEOMETRY_OUT_LINE
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#endif
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