mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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f7f2ca2581
Important notice: all client shader code must have following functions and compose them to osd intrinsic shaders (vertex/tessEval/tessControl) mat4 OsdModelViewMatrix() mat4 OsdProjectionMatrix() mat4 OsdModelViewProjectionMatrix() float OsdTessLevel() int OsdGreogryQuadOffsetBase() int OsdPrimitiveIdBase() We probably should write a utility class for basic binding of them, to make client code simpler.
449 lines
18 KiB
GLSL
449 lines
18 KiB
GLSL
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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//
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// typical shader composition ordering (see glDrawRegistry:_CompileShader)
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//
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//
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// - glsl version string (#version 430)
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//
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// - common defines (#define OSD_ENABLE_PATCH_CULL, ...)
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// - source defines (#define VERTEX_SHADER, ...)
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//
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// - osd headers (glslPatchCommon: varying structs,
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// glslPtexCommon: ptex functions)
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// - client header (Osd*Matrix(), displacement callback, ...)
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//
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// - osd shader source (glslPatchBSpline, glslPatchGregory, ...)
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// or
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// client shader source (vertex/geometry/fragment shader)
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//
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//----------------------------------------------------------
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// Patches.Common
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//----------------------------------------------------------
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#ifndef OSD_USER_VARYING_DECLARE
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#define OSD_USER_VARYING_DECLARE
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// type var;
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#endif
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#ifndef OSD_USER_VARYING_ATTRIBUTE_DECLARE
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#define OSD_USER_VARYING_ATTRIBUTE_DECLARE
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// layout(location = loc) in type var;
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#endif
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#ifndef OSD_USER_VARYING_PER_VERTEX
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#define OSD_USER_VARYING_PER_VERTEX()
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// output.var = var;
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#endif
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#ifndef OSD_USER_VARYING_PER_CONTROL_POINT
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#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN)
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// output[ID_OUT].var = input[ID_IN].var
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#endif
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#ifndef OSD_USER_VARYING_PER_EVAL_POINT
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#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d)
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// output.var =
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// mix(mix(input[a].var, input[b].var, UV.x),
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// mix(input[c].var, input[d].var, UV.x), UV.y)
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#endif
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#ifndef OSD_TRANSITION_ROTATE
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#define OSD_TRANSITION_ROTATE 0
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#endif
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#if defined OSD_PATCH_BOUNDARY
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#define OSD_PATCH_INPUT_SIZE 12
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#elif defined OSD_PATCH_CORNER
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#define OSD_PATCH_INPUT_SIZE 9
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#else
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#define OSD_PATCH_INPUT_SIZE 16
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#endif
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#define M_PI 3.14159265359f
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#if __VERSION__ < 420
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#define centroid
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#endif
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struct ControlVertex {
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vec4 position;
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centroid vec4 patchCoord; // u, v, level, faceID
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ivec4 ptexInfo; // U offset, V offset, 2^ptexlevel', rotation
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ivec3 clipFlag;
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};
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struct OutputVertex {
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vec4 position;
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vec3 normal;
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centroid vec4 patchCoord; // u, v, level, faceID
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centroid vec2 tessCoord; // tesscoord.st
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vec3 tangent;
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vec3 bitangent;
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#if defined OSD_COMPUTE_NORMAL_DERIVATIVES
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vec3 Nu;
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vec3 Nv;
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#endif
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};
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struct GregControlVertex {
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vec3 position;
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vec3 hullPosition;
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ivec3 clipFlag;
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int valence;
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vec3 e0;
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vec3 e1;
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uint zerothNeighbor;
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vec3 org;
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#if OSD_MAX_VALENCE > 0
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vec3 r[OSD_MAX_VALENCE];
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#endif
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};
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struct GregEvalVertex {
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vec3 position;
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vec3 Ep;
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vec3 Em;
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vec3 Fp;
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vec3 Fm;
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centroid vec4 patchCoord;
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ivec4 ptexInfo;
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};
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// osd shaders need following functions defined
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mat4 OsdModelViewMatrix();
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mat4 OsdProjectionMatrix();
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mat4 OsdModelViewProjectionMatrix();
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float OsdTessLevel();
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int OsdGregoryQuadOffsetBase();
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int OsdPrimitiveIdBase();
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float GetTessLevel(int patchLevel)
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{
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#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
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return OsdTessLevel();
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#else
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return OsdTessLevel() / pow(2, patchLevel-1);
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#endif
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}
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#ifndef GetPrimitiveID
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#define GetPrimitiveID() (gl_PrimitiveID + OsdPrimitiveIdBase())
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#endif
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float GetPostProjectionSphereExtent(vec3 center, float diameter)
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{
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vec4 p = OsdProjectionMatrix() * vec4(center, 1.0);
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return abs(diameter * OsdProjectionMatrix()[1][1] / p.w);
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}
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float TessAdaptive(vec3 p0, vec3 p1)
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{
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// Adaptive factor can be any computation that depends only on arg values.
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// Project the diameter of the edge's bounding sphere instead of using the
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// length of the projected edge itself to avoid problems near silhouettes.
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vec3 center = (p0 + p1) / 2.0;
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float diameter = distance(p0, p1);
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return max(1.0, OsdTessLevel() * GetPostProjectionSphereExtent(center, diameter));
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}
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#ifndef OSD_DISPLACEMENT_CALLBACK
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#define OSD_DISPLACEMENT_CALLBACK
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#endif
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// ----------------------------------------------------------------------------
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// ptex coordinates
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// ----------------------------------------------------------------------------
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uniform isamplerBuffer OsdPatchParamBuffer;
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#define GetPatchLevel() \
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(texelFetch(OsdPatchParamBuffer, GetPrimitiveID()).y & 0xf)
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#define OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER \
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{ \
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ivec2 ptexIndex = texelFetch(OsdPatchParamBuffer, \
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GetPrimitiveID()).xy; \
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int faceID = ptexIndex.x; \
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int lv = 1 << ((ptexIndex.y & 0xf) - ((ptexIndex.y >> 4) & 1)); \
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int u = (ptexIndex.y >> 17) & 0x3ff; \
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int v = (ptexIndex.y >> 7) & 0x3ff; \
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int rotation = (ptexIndex.y >> 5) & 0x3; \
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outpt[ID].v.patchCoord.w = faceID+0.5; \
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outpt[ID].v.ptexInfo = ivec4(u, v, lv, rotation); \
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}
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#define OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER \
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{ \
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vec2 uv = outpt.v.patchCoord.xy; \
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ivec2 p = inpt[0].v.ptexInfo.xy; \
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int lv = inpt[0].v.ptexInfo.z; \
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int rot = inpt[0].v.ptexInfo.w; \
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outpt.v.tessCoord.xy = uv; \
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uv.xy = float(rot==0)*uv.xy \
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+ float(rot==1)*vec2(1.0-uv.y, uv.x) \
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+ float(rot==2)*vec2(1.0-uv.x, 1.0-uv.y) \
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+ float(rot==3)*vec2(uv.y, 1.0-uv.x); \
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outpt.v.patchCoord.xy = (uv * vec2(1.0)/lv) + vec2(p.x, p.y)/lv; \
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}
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#define OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE) \
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{ \
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int rot = (inpt[0].v.ptexInfo.w + 4 - ROTATE)%4; \
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if (rot == 1) { \
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outpt.v.tangent = -BiTangent; \
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outpt.v.bitangent = Tangent; \
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} else if (rot == 2) { \
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outpt.v.tangent = -Tangent; \
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outpt.v.bitangent = -BiTangent; \
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} else if (rot == 3) { \
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outpt.v.tangent = BiTangent; \
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outpt.v.bitangent = -Tangent; \
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} else { \
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outpt.v.tangent = Tangent; \
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outpt.v.bitangent = BiTangent; \
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} \
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}
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#define OSD_COMPUTE_PTEX_COMPATIBLE_DERIVATIVES(ROTATE) \
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{ \
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int rot = (inpt[0].v.ptexInfo.w + 4 - ROTATE)%4; \
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if (rot == 1) { \
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outpt.v.tangent = -BiTangent; \
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outpt.v.bitangent = Tangent; \
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outpt.v.Nu = -Nv; \
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outpt.v.Nv = Nv; \
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} else if (rot == 2) { \
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outpt.v.tangent = -Tangent; \
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outpt.v.bitangent = -BiTangent; \
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outpt.v.Nu = -Nu; \
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outpt.v.Nv = -Nv; \
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} else if (rot == 3) { \
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outpt.v.tangent = BiTangent; \
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outpt.v.bitangent = -Tangent; \
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outpt.v.Nu = Nv; \
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outpt.v.Nv = -Nu; \
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} else { \
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outpt.v.tangent = Tangent; \
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outpt.v.bitangent = BiTangent; \
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outpt.v.Nu = Nu; \
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outpt.v.Nv = Nv; \
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} \
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}
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// ----------------------------------------------------------------------------
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// face varyings
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// ----------------------------------------------------------------------------
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uniform samplerBuffer OsdFVarDataBuffer;
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#ifndef OSD_FVAR_WIDTH
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#define OSD_FVAR_WIDTH 0
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#endif
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// ------ extract from quads (catmark, bilinear) ---------
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// XXX: only linear interpolation is supported
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#define OSD_COMPUTE_FACE_VARYING_1(result, fvarOffset, tessCoord) \
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{ \
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float v[4]; \
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int primOffset = GetPrimitiveID() * 4; \
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for (int i = 0; i < 4; ++i) { \
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int index = (primOffset+i)*OSD_FVAR_WIDTH + fvarOffset; \
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v[i] = texelFetch(OsdFVarDataBuffer, index).s \
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} \
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result = mix(mix(v[0], v[1], tessCoord.s), \
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mix(v[3], v[2], tessCoord.s), \
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tessCoord.t); \
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}
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#define OSD_COMPUTE_FACE_VARYING_2(result, fvarOffset, tessCoord) \
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{ \
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vec2 v[4]; \
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int primOffset = GetPrimitiveID() * 4; \
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for (int i = 0; i < 4; ++i) { \
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int index = (primOffset+i)*OSD_FVAR_WIDTH + fvarOffset; \
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v[i] = vec2(texelFetch(OsdFVarDataBuffer, index).s, \
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texelFetch(OsdFVarDataBuffer, index + 1).s); \
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} \
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result = mix(mix(v[0], v[1], tessCoord.s), \
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mix(v[3], v[2], tessCoord.s), \
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tessCoord.t); \
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}
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#define OSD_COMPUTE_FACE_VARYING_3(result, fvarOffset, tessCoord) \
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{ \
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vec3 v[4]; \
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int primOffset = GetPrimitiveID() * 4; \
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for (int i = 0; i < 4; ++i) { \
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int index = (primOffset+i)*OSD_FVAR_WIDTH + fvarOffset; \
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v[i] = vec3(texelFetch(OsdFVarDataBuffer, index).s, \
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texelFetch(OsdFVarDataBuffer, index + 1).s, \
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texelFetch(OsdFVarDataBuffer, index + 2).s); \
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} \
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result = mix(mix(v[0], v[1], tessCoord.s), \
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mix(v[3], v[2], tessCoord.s), \
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tessCoord.t); \
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}
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#define OSD_COMPUTE_FACE_VARYING_4(result, fvarOffset, tessCoord) \
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{ \
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vec4 v[4]; \
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int primOffset = GetPrimitiveID() * 4; \
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for (int i = 0; i < 4; ++i) { \
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int index = (primOffset+i)*OSD_FVAR_WIDTH + fvarOffset; \
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v[i] = vec4(texelFetch(OsdFVarDataBuffer, index).s, \
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texelFetch(OsdFVarDataBuffer, index + 1).s, \
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texelFetch(OsdFVarDataBuffer, index + 2).s, \
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texelFetch(OsdFVarDataBuffer, index + 3).s); \
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} \
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result = mix(mix(v[0], v[1], tessCoord.s), \
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mix(v[3], v[2], tessCoord.s), \
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tessCoord.t); \
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}
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// ------ extract from triangles (loop) ---------
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// XXX: no interpolation supproted
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#define OSD_COMPUTE_FACE_VARYING_TRI_1(result, fvarOffset, triVert) \
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{ \
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int primOffset = GetPrimitiveID() * 3; \
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int index = (primOffset+triVert)*OSD_FVAR_WIDTH + fvarOffset; \
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result = texelFetch(OsdFVarDataBuffer, index).s; \
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}
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#define OSD_COMPUTE_FACE_VARYING_TRI_2(result, fvarOffset, triVert) \
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{ \
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int primOffset = GetPrimitiveID() * 3; \
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int index = (primOffset+triVert)*OSD_FVAR_WIDTH + fvarOffset; \
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result = vec2(texelFetch(OsdFVarDataBuffer, index).s, \
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texelFetch(OsdFVarDataBuffer, index + 1).s); \
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}
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#define OSD_COMPUTE_FACE_VARYING_TRI_3(result, fvarOffset, triVert) \
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{ \
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int primOffset = GetPrimitiveID() * 3; \
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int index = (primOffset+triVert)*OSD_FVAR_WIDTH + fvarOffset; \
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result = vec3(texelFetch(OsdFVarDataBuffer, index).s, \
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texelFetch(OsdFVarDataBuffer, index + 1).s, \
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texelFetch(OsdFVarDataBuffer, index + 2).s); \
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}
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#define OSD_COMPUTE_FACE_VARYING_TRI_4(result, fvarOffset, triVert) \
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{ \
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int primOffset = GetPrimitiveID() * 3; \
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int index = (primOffset+triVert)*OSD_FVAR_WIDTH + fvarOffset; \
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result = vec4(texelFetch(OsdFVarDataBuffer, index).s, \
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texelFetch(OsdFVarDataBuffer, index + 1).s, \
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texelFetch(OsdFVarDataBuffer, index + 2).s, \
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texelFetch(OsdFVarDataBuffer, index + 3).s); \
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}
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// ----------------------------------------------------------------------------
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// patch culling
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// ----------------------------------------------------------------------------
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#ifdef OSD_ENABLE_PATCH_CULL
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#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P) \
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vec4 clipPos = OsdModelViewProjectionMatrix() * P; \
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bvec3 clip0 = lessThan(clipPos.xyz, vec3(clipPos.w)); \
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bvec3 clip1 = greaterThan(clipPos.xyz, -vec3(clipPos.w)); \
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outpt.v.clipFlag = ivec3(clip0) + 2*ivec3(clip1); \
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#define OSD_PATCH_CULL(N) \
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ivec3 clipFlag = ivec3(0); \
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for(int i = 0; i < N; ++i) { \
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clipFlag |= inpt[i].v.clipFlag; \
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} \
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if (clipFlag != ivec3(3) ) { \
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gl_TessLevelInner[0] = 0; \
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gl_TessLevelInner[1] = 0; \
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gl_TessLevelOuter[0] = 0; \
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gl_TessLevelOuter[1] = 0; \
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gl_TessLevelOuter[2] = 0; \
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gl_TessLevelOuter[3] = 0; \
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return; \
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}
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#else
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#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P)
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#define OSD_PATCH_CULL(N)
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#endif
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// ----------------------------------------------------------------------------
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void
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Univar4x4(in float u, out float B[4], out float D[4])
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{
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float t = u;
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float s = 1.0f - u;
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float A0 = s * s;
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float A1 = 2 * s * t;
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float A2 = t * t;
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B[0] = s * A0;
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B[1] = t * A0 + s * A1;
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B[2] = t * A1 + s * A2;
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B[3] = t * A2;
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D[0] = - A0;
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D[1] = A0 - A1;
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D[2] = A1 - A2;
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D[3] = A2;
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}
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void
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Univar4x4(in float u, out float B[4], out float D[4], out float C[4])
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{
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float t = u;
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float s = 1.0f - u;
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float A0 = s * s;
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float A1 = 2 * s * t;
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float A2 = t * t;
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B[0] = s * A0;
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B[1] = t * A0 + s * A1;
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B[2] = t * A1 + s * A2;
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B[3] = t * A2;
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D[0] = - A0;
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D[1] = A0 - A1;
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D[2] = A1 - A2;
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D[3] = A2;
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A0 = - s;
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A1 = s - t;
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A2 = t;
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C[0] = - A0;
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C[1] = A0 - A1;
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C[2] = A1 - A2;
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C[3] = A2;
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}
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