2013-02-05 05:10:58 +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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2013-02-05 05:10:58 +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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2013-02-05 05:10:58 +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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2013-02-05 05:10:58 +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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2013-02-05 05:10:58 +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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2013-02-05 05:10:58 +00:00
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#
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-- xforms
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uniform mat4 Projection;
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uniform mat4 Modelview;
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uniform mat3 NormalMatrix;
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-- vert
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in vec4 Position;
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in vec3 Normal;
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out vec4 vPosition;
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out vec3 vNormal;
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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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gl_Position = Projection * Modelview * Position;
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}
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-- geom
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in vec4 vPosition[4];
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in vec3 vNormal[4];
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out vec3 gNormal;
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const bool facets = true;
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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void emit(int index)
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{
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if (!facets) {
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gNormal = NormalMatrix * vNormal[index];
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}
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gl_Position = Projection * Modelview * vPosition[index];
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gl_Position.z = 1 - gl_Position.z;
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EmitVertex();
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}
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void main()
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{
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if (facets) {
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vec3 A = vPosition[0].xyz;
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vec3 B = vPosition[1].xyz;
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vec3 C = vPosition[2].xyz;
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gNormal = NormalMatrix * normalize(cross(B - A, C - A));
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}
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emit(0);
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emit(1);
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emit(3);
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emit(2);
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EndPrimitive();
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}
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-- frag
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in vec3 gNormal;
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out vec4 FragColor;
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uniform vec4 LightPosition = vec4(0.75, -0.25, 1, 1);
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uniform vec3 AmbientMaterial = vec3(0.2, 0.1, 0.1);
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uniform vec4 DiffuseMaterial = vec4(1.0, 209.0/255.0, 54.0/255.0, 1.0);
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uniform vec3 SpecularMaterial = vec3(0.4, 0.4, 0.3);
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uniform float Shininess = 200.0;
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uniform float Fresnel = 0.1;
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void main()
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{
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vec3 N = normalize(gNormal);
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vec3 L = normalize((LightPosition).xyz);
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vec3 Eye = vec3(0, 0, 1);
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vec3 H = normalize(L + Eye);
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float df = max(0.0, dot(N, L));
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float sf = pow(max(0.0, dot(N, H)), Shininess);
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float rfTheta = Fresnel + (1-Fresnel) * pow(1-dot(N,Eye), 5);
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vec3 color = AmbientMaterial +
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df * DiffuseMaterial.rgb +
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sf * SpecularMaterial +
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rfTheta;
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FragColor = vec4(color, DiffuseMaterial.a);
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}
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