// // 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. // //#version 330 //-------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------- #ifdef VERTEX_SHADER layout (location=0) in vec3 position; layout (location=1) in vec3 normal; out vec3 vPosition; out vec3 vNormal; out vec4 vColor; void main() { vPosition = position; vNormal = normal; vColor = vec4(1, 1, 1, 1); } #endif //-------------------------------------------------------------- // Geometry Shader //-------------------------------------------------------------- #ifdef GEOMETRY_SHADER #ifdef PRIM_QUAD layout(lines_adjacency) in; #ifdef GEOMETRY_OUT_FILL layout(triangle_strip, max_vertices = 4) out; #endif #ifdef GEOMETRY_OUT_LINE layout(line_strip, max_vertices = 5) out; #endif in vec3 vPosition[4]; in vec3 vNormal[4]; #else // PRIM_TRI layout(triangles) in; #ifdef GEOMETRY_OUT_FILL layout(triangle_strip, max_vertices = 3) out; #endif #ifdef GEOMETRY_OUT_LINE layout(line_strip, max_vertices = 4) out; #endif in vec3 vPosition[3]; in vec3 vNormal[3]; #endif // PRIM_TRI/QUAD uniform mat4 objectToClipMatrix; uniform mat4 objectToEyeMatrix; flat out vec3 gFacetNormal; out vec3 Peye; out vec3 Neye; out vec4 Cout; void emit(int index) { Peye = vPosition[index]; gl_Position = objectToClipMatrix * vec4(vPosition[index], 1); Neye = (objectToEyeMatrix * vec4(vNormal[index], 0)).xyz; EmitVertex(); } void main() { gl_PrimitiveID = gl_PrimitiveIDIn; #ifdef PRIM_QUAD #ifdef GEOMETRY_OUT_FILL vec3 A = vPosition[0] - vPosition[1]; vec3 B = vPosition[3] - vPosition[1]; vec3 C = vPosition[2] - vPosition[1]; gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz; emit(0); emit(1); emit(3); // gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(C, B)), 0)).xyz; emit(2); #else // GEOMETRY_OUT_LINE emit(0); emit(1); emit(2); emit(3); emit(0); #endif #endif // PRIM_QUAD #ifdef PRIM_TRI vec3 A = vPosition[1] - vPosition[0]; vec3 B = vPosition[2] - vPosition[0]; gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz; emit(0); emit(1); emit(2); #ifdef GEOMETRY_OUT_LINE emit(0); #endif //GEOMETRY_OUT_LINE #endif // PRIM_TRI EndPrimitive(); } #endif //-------------------------------------------------------------- // Fragment Shader //-------------------------------------------------------------- #ifdef FRAGMENT_SHADER layout (location=0) out vec4 FragColor; flat in vec3 gFacetNormal; in vec3 Neye; in vec3 Peye; in vec4 Cout; #define NUM_LIGHTS 2 struct LightSource { vec4 position; vec4 ambient; vec4 diffuse; vec4 specular; }; uniform LightSource lightSource[NUM_LIGHTS]; vec4 lighting(vec3 Peye, vec3 Neye) { vec4 color = vec4(0); vec4 material = vec4(0.4, 0.4, 0.8, 1); 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 * material + d * lightSource[i].diffuse * material + s * lightSource[i].specular; } color.a = 1; return color; } #ifdef GEOMETRY_OUT_LINE uniform vec4 fragColor; void main() { FragColor = fragColor; } #else void main() { vec3 N = (gl_FrontFacing ? gFacetNormal : -gFacetNormal); FragColor = lighting(Peye, N); } #endif // GEOMETRY_OUT_LINE #endif