// // 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. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free copyright license to reproduce its contribution, // prepare derivative works of its contribution, and distribute // its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free license under its licensed patents to make, have // made, use, sell, offer for sale, import, and/or otherwise // dispose of its contribution in the software or derivative works // of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you // rights to use any contributor's name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over // patents that you claim are infringed by the software, your // patent license from such contributor to the software ends // automatically. // (C) If you distribute any portion of the software, you must // retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source // code form, you may do so only under this license by including a // complete copy of this license with your distribution. If you // distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies // with this license. // (E) The software is licensed "as-is." You bear the risk of // using it. 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. // //---------------------------------------------------------- // Patches.TessVertexGregory //---------------------------------------------------------- #ifdef PATCH_VERTEX_GREGORY_SHADER uniform samplerBuffer g_VertexBuffer; uniform isamplerBuffer g_ValenceBuffer; layout (location=0) in vec4 position; out block { GregControlVertex v; } output; void main() { int vID = gl_VertexID; output.v.hullPosition = (ModelViewMatrix * position).xyz; OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position); uint valence = uint(texelFetch(g_ValenceBuffer,int(vID * (2 * OSD_MAX_VALENCE + 1))).x); output.v.valence = int(valence); vec3 f[OSD_MAX_VALENCE]; vec3 pos = position.xyz; vec3 opos = vec3(0,0,0); for (uint i=0; i 0 for (int i = 0; i < OSD_NUM_VARYINGS; ++i) output.v.varyings[i] = varyings[i]; #endif vec3 e; output.v.e0 = vec3(0,0,0); output.v.e1 = vec3(0,0,0); for(uint i=0; i