// // 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. // layout(std140) uniform Transform { mat4 ModelViewMatrix; mat4 ProjectionMatrix; mat4 ModelViewProjectionMatrix; mat4 ModelViewInverseMatrix; }; //-------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------- #ifdef VERTEX_SHADER layout (location=0) in vec4 position; out vec4 vPosition; #ifdef VARYING_COLOR layout (location=1) in vec3 color; out vec3 vColor; #endif void main() { vPosition = ModelViewMatrix * position; #ifdef VARYING_COLOR vColor = color; #endif } #endif //-------------------------------------------------------------- // Geometry Shader //-------------------------------------------------------------- #ifdef GEOMETRY_SHADER #ifdef PRIM_QUAD layout(lines_adjacency) in; #define EDGE_VERTS 4 #endif // PRIM_QUAD #ifdef PRIM_TRI layout(triangles) in; #define EDGE_VERTS 3 #endif // PRIM_TRI layout(triangle_strip, max_vertices = EDGE_VERTS) out; in vec4 vPosition[EDGE_VERTS]; #ifdef VARYING_COLOR in vec3 vColor[EDGE_VERTS]; #endif out vec4 gPosition; out vec3 gNormal; noperspective out vec4 gEdgeDistance; #ifdef VARYING_COLOR out vec3 gColor; #endif void emit(int index, vec3 normal) { gPosition = vPosition[index]; #ifdef SMOOTH_NORMALS gNormal = vNormal[index]; #else gNormal = normal; #endif #ifdef VARYING_COLOR gColor = vColor[index]; #endif gl_Position = ProjectionMatrix * vPosition[index]; EmitVertex(); } #if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE) const float VIEWPORT_SCALE = 1024.0; // XXXdyu float edgeDistance(vec4 p, vec4 p0, vec4 p1) { return VIEWPORT_SCALE * abs((p.x - p0.x) * (p1.y - p0.y) - (p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy); } void emit(int index, vec3 normal, vec4 edgeVerts[EDGE_VERTS]) { gEdgeDistance[0] = edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]); gEdgeDistance[1] = edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]); #ifdef PRIM_TRI gEdgeDistance[2] = edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]); #endif #ifdef PRIM_QUAD gEdgeDistance[2] = edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]); gEdgeDistance[3] = edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]); #endif emit(index, normal); } #endif void main() { gl_PrimitiveID = gl_PrimitiveIDIn; #ifdef PRIM_POINT emit(0, vec3(0)); #endif #ifdef PRIM_QUAD vec3 A = (vPosition[0] - vPosition[1]).xyz; vec3 B = (vPosition[3] - vPosition[1]).xyz; vec3 C = (vPosition[2] - vPosition[1]).xyz; vec3 n0 = normalize(cross(B, A)); #if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE) vec4 edgeVerts[EDGE_VERTS]; edgeVerts[0] = ProjectionMatrix * vPosition[0]; edgeVerts[1] = ProjectionMatrix * vPosition[1]; edgeVerts[2] = ProjectionMatrix * vPosition[2]; edgeVerts[3] = ProjectionMatrix * vPosition[3]; edgeVerts[0].xy /= edgeVerts[0].w; edgeVerts[1].xy /= edgeVerts[1].w; edgeVerts[2].xy /= edgeVerts[2].w; edgeVerts[3].xy /= edgeVerts[3].w; emit(0, n0, edgeVerts); emit(1, n0, edgeVerts); emit(3, n0, edgeVerts); emit(2, n0, edgeVerts); #else emit(0, n0); emit(1, n0); emit(3, n0); emit(2, n0); #endif #endif // PRIM_QUAD #ifdef PRIM_TRI vec3 A = (vPosition[1] - vPosition[0]).xyz; vec3 B = (vPosition[2] - vPosition[0]).xyz; vec3 n0 = normalize(cross(B, A)); #if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE) vec4 edgeVerts[EDGE_VERTS]; edgeVerts[0] = ProjectionMatrix * vPosition[0]; edgeVerts[1] = ProjectionMatrix * vPosition[1]; edgeVerts[2] = ProjectionMatrix * vPosition[2]; edgeVerts[0].xy /= edgeVerts[0].w; edgeVerts[1].xy /= edgeVerts[1].w; edgeVerts[2].xy /= edgeVerts[2].w; emit(0, n0, edgeVerts); emit(1, n0, edgeVerts); emit(2, n0, edgeVerts); #else emit(0, n0); emit(1, n0); emit(2, n0); #endif #endif // PRIM_TRI EndPrimitive(); } #endif //-------------------------------------------------------------- // Fragment Shader //-------------------------------------------------------------- #ifdef FRAGMENT_SHADER in vec4 gPosition; in vec3 gNormal; noperspective in vec4 gEdgeDistance; #ifdef VARYING_COLOR in vec3 gColor; #endif out vec4 outColor; #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); 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; } #ifdef PRIM_POINT uniform vec4 fragColor; void main() { outColor = fragColor; } #endif vec4 edgeColor(vec4 Cfill, vec4 edgeDistance) { #if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE) #ifdef PRIM_TRI float d = min(gEdgeDistance[0], min(gEdgeDistance[1], gEdgeDistance[2])); #endif #ifdef PRIM_QUAD float d = min(min(gEdgeDistance[0], gEdgeDistance[1]), min(gEdgeDistance[2], gEdgeDistance[3])); #endif vec4 Cedge = vec4(1.0, 1.0, 0.0, 1.0); float p = exp2(-2 * d * d); #if defined(GEOMETRY_OUT_WIRE) if (p < 0.25) discard; #endif Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p); #endif return Cfill; } #if defined(PRIM_QUAD) || defined(PRIM_TRI) void main() { vec3 N = (gl_FrontFacing ? gNormal : -gNormal); #ifdef VARYING_COLOR vec4 color = vec4(gColor, 1); #else vec4 color = diffuseColor; #endif vec4 Cf = lighting(color, gPosition.xyz, N); #if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE) Cf = edgeColor(Cf, gEdgeDistance); #endif outColor = Cf; } #endif #endif