// // 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. 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The contributors give no express warranties, // guarantees or conditions. You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #extension GL_EXT_gpu_shader4 : require #line 2 //---------------------------------------------------------- // Patches.TessVertex //---------------------------------------------------------- #ifdef PATCH_VERTEX_SHADER layout (location=0) in vec4 position; out block { ControlVertex v; } output; void main() { output.v.position = ModelViewMatrix * position; OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position); #if OSD_NUM_VARYINGS > 0 for (int i = 0; i < OSD_NUM_VARYINGS; ++i) output.v.varyings[i] = varyings[i]; #endif } #endif //---------------------------------------------------------- // Patches.TessControlRegular //---------------------------------------------------------- #ifdef PATCH_TESS_CONTROL_REGULAR_SHADER layout(vertices = 16) out; in block { ControlVertex v; } input[]; out block { ControlVertex v; } output[]; uniform isamplerBuffer g_patchLevelBuffer; OSD_DECLARE_PTEX_INDICES_BUFFER; #define ID gl_InvocationID void main() { int i = ID/4; int j = ID%4; vec3 H[4]; for (int l=0; l<4; l++) { H[l] = vec3(0,0,0); for (int k=0; k<4; k++) { float c = Q[i][k]; // XXX: fix this in patchMeshFactory. // H[l] += c*input[l*4 + k].v.position.xyz; H[l] += c*input[l + k*4].v.position.xyz; } } vec3 pos = vec3(0,0,0); for (int k=0; k<4; k++) { pos += Q[j][k]*H[k]; } output[ID].v.position = vec4(pos, 1.0); int patchLevel = texelFetchBuffer(g_patchLevelBuffer, gl_PrimitiveID + LevelBase).x; // +0.5 to avoid interpolation error of integer value output[ID].v.patchCoord = vec4(0, 0, patchLevel+0.5, gl_PrimitiveID+LevelBase+0.5); OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER; if (ID == 0) { OSD_PATCH_CULL(16); #if OSD_ENABLE_SCREENSPACE_TESSELLATION gl_TessLevelOuter[0] = TessAdaptive(input[5].v.position.xyz, input[9].v.position.xyz, patchLevel); gl_TessLevelOuter[1] = TessAdaptive(input[5].v.position.xyz, input[6].v.position.xyz, patchLevel); gl_TessLevelOuter[2] = TessAdaptive(input[6].v.position.xyz, input[10].v.position.xyz, patchLevel); gl_TessLevelOuter[3] = TessAdaptive(input[9].v.position.xyz, input[10].v.position.xyz, patchLevel); gl_TessLevelInner[0] = max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]); gl_TessLevelInner[1] = max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]); #else gl_TessLevelInner[0] = GetTessLevel(patchLevel); gl_TessLevelInner[1] = GetTessLevel(patchLevel); gl_TessLevelOuter[0] = GetTessLevel(patchLevel); gl_TessLevelOuter[1] = GetTessLevel(patchLevel); gl_TessLevelOuter[2] = GetTessLevel(patchLevel); gl_TessLevelOuter[3] = GetTessLevel(patchLevel); #endif } } #endif //---------------------------------------------------------- // Patches.TessEvalRegular //---------------------------------------------------------- #ifdef PATCH_TESS_EVAL_REGULAR_SHADER layout(quads) in; layout(equal_spacing) in; in block { ControlVertex v; } input[]; out block { OutputVertex v; } output; void main() { float u = gl_TessCoord.x, v = gl_TessCoord.y; vec3 WorldPos, Tangent, BiTangent; vec3 cp[16]; for(int i = 0; i < 16; ++i) cp[i] = input[i].v.position.xyz; EvalBSpline(gl_TessCoord.xy, cp, WorldPos, Tangent, BiTangent); vec3 normal = normalize(cross(Tangent, BiTangent)); output.v.position = vec4(WorldPos, 1.0f); output.v.normal = normal; output.v.tangent = Tangent; output.v.patchCoord = input[0].v.patchCoord; output.v.patchCoord.xy = vec2(u, v); OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER; OSD_DISPLACEMENT_CALLBACK; gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f)); } #endif //---------------------------------------------------------- // Patches.Vertex //---------------------------------------------------------- #ifdef VERTEX_SHADER layout (location=0) in vec4 position; layout (location=1) in vec3 normal; layout (location=2) in vec4 color; out block { OutputVertex v; } output; void main() { gl_Position = ModelViewProjectionMatrix * position; output.v.color = color; } #endif //---------------------------------------------------------- // Patches.FragmentColor //---------------------------------------------------------- #ifdef FRAGMENT_SHADER in block { OutputVertex v; } input; void main() { gl_FragColor = input.v.color; } #endif