// // 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. // #extension GL_EXT_gpu_shader4 : require //---------------------------------------------------------- // 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.TessControlCorner //---------------------------------------------------------- #ifdef PATCH_TESS_CONTROL_CORNER_SHADER layout(vertices = 16) out; in block { ControlVertex v; } input[]; out block { ControlVertex v; } output[]; #define ID gl_InvocationID void main() { int i = ID/4; int j = ID%4; vec3 H[3]; for (int l=0; l<3; l++) { H[l] = vec3(0,0,0); for (int k=0; k<3; k++) { float c = B[i][2-k]; H[l] += c*input[l*3 + k].v.position.xyz; } } vec3 pos = vec3(0,0,0); for (int k=0; k<3; k++) { pos += B[j][k]*H[k]; } output[ID].v.position = vec4(pos, 1.0); int patchLevel = GetPatchLevel(); // +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(9); #if OSD_ENABLE_SCREENSPACE_TESSELLATION gl_TessLevelOuter[0] = TessAdaptive(input[2].v.position.xyz, input[5].v.position.xyz, patchLevel); gl_TessLevelOuter[1] = TessAdaptive(input[1].v.position.xyz, input[2].v.position.xyz, patchLevel); gl_TessLevelOuter[2] = TessAdaptive(input[4].v.position.xyz, input[5].v.position.xyz, patchLevel); gl_TessLevelOuter[3] = TessAdaptive(input[1].v.position.xyz, input[4].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.TessEvalCorner //---------------------------------------------------------- #ifdef PATCH_TESS_EVAL_CORNER_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; float B[4], D[4]; Univar4x4(u, B, D); vec3 BUCP[4], DUCP[4]; for (int i=0; i<4; ++i) { BUCP[i] = vec3(0.0f, 0.0f, 0.0f); DUCP[i] = vec3(0.0f, 0.0f, 0.0f); for (int j=0; j<4; ++j) { vec3 A = input[4*i + j].v.position.xyz; BUCP[i] += A * B[j]; DUCP[i] += A * D[j]; } } vec3 WorldPos = vec3(0.0f, 0.0f, 0.0f); vec3 Tangent = vec3(0.0f, 0.0f, 0.0f); vec3 BiTangent = vec3(0.0f, 0.0f, 0.0f); Univar4x4(v, B, D); for (int i=0; i<4; ++i) { WorldPos += B[i] * BUCP[i]; Tangent += B[i] * DUCP[i]; BiTangent += D[i] * BUCP[i]; } vec3 normal = normalize(cross(Tangent, BiTangent)); output.v.position = vec4(WorldPos, 1.0f); output.v.normal = normal; BiTangent = -BiTangent; // BiTangent will be used in following macro output.v.tangent = BiTangent; output.v.patchCoord = input[0].v.patchCoord; output.v.patchCoord.xy = vec2(1.0-v, u); OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER; OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(0); 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