// // 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 // // 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. // #if __VERSION__ < 420 #define centroid #endif layout(std140) uniform Transform { mat4 ModelViewMatrix; mat4 ProjectionMatrix; mat4 ModelViewProjectionMatrix; }; struct ControlVertex { vec4 position; centroid vec4 patchCoord; // u, v, level, faceID ivec4 ptexInfo; // U offset, V offset, 2^ptexlevel', rotation ivec3 clipFlag; }; struct OutputVertex { vec4 position; vec3 normal; centroid vec4 patchCoord; // u, v, level, faceID centroid vec2 tessCoord; // tesscoord.st vec3 tangent; vec3 bitangent; }; //-------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------- #ifdef VERTEX_SHADER layout (location=0) in vec4 position; out block { OutputVertex v; } outpt; void main() { outpt.v.position = ModelViewMatrix * position; } #endif //-------------------------------------------------------------- // Geometry Shader //-------------------------------------------------------------- #ifdef GEOMETRY_SHADER layout(lines_adjacency) in; #define EDGE_VERTS 4 layout(triangle_strip, max_vertices = EDGE_VERTS) out; in block { OutputVertex v; } inpt[EDGE_VERTS]; out block { OutputVertex v; } outpt; void emit(int index, vec3 normal, vec2 uv) { outpt.v.position = inpt[index].v.position; outpt.v.normal = normal; outpt.v.tessCoord = uv; gl_Position = ProjectionMatrix * inpt[index].v.position; EmitVertex(); } void main() { gl_PrimitiveID = gl_PrimitiveIDIn; vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz; vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz; vec3 C = (inpt[2].v.position - inpt[1].v.position).xyz; vec3 n0 = normalize(cross(B, A)); emit(0, n0, vec2(0.0,0.0)); emit(1, n0, vec2(0.0,1.0)); emit(3, n0, vec2(1.0,0.0)); emit(2, n0, vec2(1.0,1.0)); EndPrimitive(); } #endif //-------------------------------------------------------------- // Fragment Shader //-------------------------------------------------------------- #ifdef FRAGMENT_SHADER in block { OutputVertex v; } inpt; out vec4 outColor; out vec3 outNormal; #define NUM_LIGHTS 2 struct LightSource { vec4 position; vec4 ambient; vec4 diffuse; vec4 specular; }; layout(std140) uniform Lighting { LightSource lightSource[NUM_LIGHTS]; }; uniform vec4 diffuseColor = vec4(1); uniform vec4 ambientColor = vec4(1); uniform samplerBuffer faceColors; uniform sampler2D faceTexture; vec4 lighting(vec4 diffuse, vec3 Peye, vec3 Neye) { vec4 color = vec4(0); 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 * ambientColor + d * lightSource[i].diffuse * diffuse + s * lightSource[i].specular; } color.a = 1; return color; } void main() { vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal); vec4 faceColor = texelFetch(faceColors, gl_PrimitiveID); vec4 tex = texture(faceTexture, inpt.v.tessCoord); vec4 Cf = lighting(diffuseColor * faceColor * tex, inpt.v.position.xyz, N); outColor = Cf; outNormal = N; } #endif