mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-09 19:11:05 +00:00
c399655dcc
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
677 lines
20 KiB
GLSL
677 lines
20 KiB
GLSL
//
|
|
// 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.
|
|
//
|
|
#line 25
|
|
|
|
//--------------------------------------------------------------
|
|
// Common
|
|
//--------------------------------------------------------------
|
|
|
|
uniform float displacementScale = 1.0;
|
|
uniform float mipmapBias = 0;
|
|
|
|
vec4 GeneratePatchCoord(vec2 localUV, int primitiveID) // for non-adpative
|
|
{
|
|
ivec2 ptexIndex = texelFetch(OsdPatchParamBuffer, primitiveID).xy;
|
|
int faceID = ptexIndex.x;
|
|
int lv = 1 << ((ptexIndex.y & 0xf) - ((ptexIndex.y >> 4) & 1));
|
|
int u = (ptexIndex.y >> 17) & 0x3ff;
|
|
int v = (ptexIndex.y >> 7) & 0x3ff;
|
|
vec2 uv = localUV;
|
|
uv = (uv * vec2(1.0)/lv) + vec2(u, v)/lv;
|
|
|
|
return vec4(uv.x, uv.y, lv+0.5, faceID+0.5);
|
|
}
|
|
|
|
#if defined(DISPLACEMENT_HW_BILINEAR) \
|
|
|| defined(DISPLACEMENT_BILINEAR) \
|
|
|| defined(DISPLACEMENT_BIQUADRATIC) \
|
|
|| defined(NORMAL_HW_SCREENSPACE) \
|
|
|| defined(NORMAL_SCREENSPACE) \
|
|
|| defined(NORMAL_BIQUADRATIC) \
|
|
|| defined(NORMAL_BIQUADRATIC_WG)
|
|
uniform sampler2DArray textureDisplace_Data;
|
|
uniform isamplerBuffer textureDisplace_Packing;
|
|
#endif
|
|
|
|
#if defined(DISPLACEMENT_HW_BILINEAR) || defined(DISPLACEMENT_BILINEAR) || defined(DISPLACEMENT_BIQUADRATIC)
|
|
|
|
#undef OSD_DISPLACEMENT_CALLBACK
|
|
#define OSD_DISPLACEMENT_CALLBACK \
|
|
outpt.v.position = \
|
|
displacement(outpt.v.position, \
|
|
outpt.v.normal, \
|
|
outpt.v.patchCoord);
|
|
|
|
vec4 displacement(vec4 position, vec3 normal, vec4 patchCoord)
|
|
{
|
|
#if defined(DISPLACEMENT_HW_BILINEAR)
|
|
float disp = PtexLookupFast(patchCoord,
|
|
textureDisplace_Data,
|
|
textureDisplace_Packing).x;
|
|
#elif defined(DISPLACEMENT_BILINEAR)
|
|
float disp = PtexMipmapLookup(patchCoord,
|
|
mipmapBias,
|
|
textureDisplace_Data,
|
|
textureDisplace_Packing).x;
|
|
#elif defined(DISPLACEMENT_BIQUADRATIC)
|
|
float disp = PtexMipmapLookupQuadratic(patchCoord,
|
|
mipmapBias,
|
|
textureDisplace_Data,
|
|
textureDisplace_Packing).x;
|
|
#endif
|
|
return position + vec4(disp * normal, 0) * displacementScale;
|
|
}
|
|
#endif
|
|
|
|
//--------------------------------------------------------------
|
|
// Uniforms / Uniform Blocks
|
|
//--------------------------------------------------------------
|
|
|
|
layout(std140) uniform Transform {
|
|
mat4 ModelViewMatrix;
|
|
mat4 ProjectionMatrix;
|
|
mat4 ModelViewProjectionMatrix;
|
|
mat4 ModelViewInverseMatrix;
|
|
};
|
|
|
|
layout(std140) uniform Tessellation {
|
|
float TessLevel;
|
|
};
|
|
|
|
uniform int GregoryQuadOffsetBase;
|
|
uniform int PrimitiveIdBase;
|
|
|
|
//--------------------------------------------------------------
|
|
// Osd external functions
|
|
//--------------------------------------------------------------
|
|
|
|
mat4 OsdModelViewMatrix()
|
|
{
|
|
return ModelViewMatrix;
|
|
}
|
|
mat4 OsdProjectionMatrix()
|
|
{
|
|
return ProjectionMatrix;
|
|
}
|
|
mat4 OsdModelViewProjectionMatrix()
|
|
{
|
|
return ModelViewProjectionMatrix;
|
|
}
|
|
float OsdTessLevel()
|
|
{
|
|
return TessLevel;
|
|
}
|
|
int OsdGregoryQuadOffsetBase()
|
|
{
|
|
return GregoryQuadOffsetBase;
|
|
}
|
|
int OsdPrimitiveIdBase()
|
|
{
|
|
return PrimitiveIdBase;
|
|
}
|
|
int OsdBaseVertex()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Vertex Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef VERTEX_SHADER
|
|
|
|
layout (location=0) in vec4 position;
|
|
layout (location=1) in vec3 normal;
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
} outpt;
|
|
|
|
void main()
|
|
{
|
|
outpt.v.position = ModelViewMatrix * position;
|
|
outpt.v.normal = (ModelViewMatrix * vec4(normal, 0)).xyz;
|
|
|
|
outpt.v.patchCoord = vec4(0);
|
|
outpt.v.tessCoord = vec2(0);
|
|
outpt.v.tangent = vec3(0);
|
|
outpt.v.bitangent = vec3(0);
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------
|
|
// Geometry Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef GEOMETRY_SHADER
|
|
|
|
#ifdef PRIM_QUAD
|
|
|
|
layout(lines_adjacency) in;
|
|
|
|
layout(triangle_strip, max_vertices = 4) out;
|
|
|
|
#define EDGE_VERTS 4
|
|
|
|
#endif // PRIM_QUAD
|
|
|
|
#ifdef PRIM_TRI
|
|
|
|
layout(triangles) in;
|
|
|
|
layout(triangle_strip, max_vertices = 3) out;
|
|
|
|
#define EDGE_VERTS 3
|
|
|
|
#endif // PRIM_TRI
|
|
|
|
#ifdef PRIM_LINE
|
|
layout(lines) in;
|
|
|
|
layout(line_strip, max_vertices = 2) out;
|
|
|
|
#define EDGE_VERTS 2
|
|
|
|
#endif // PRIM_LINE
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
} inpt[EDGE_VERTS];
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
noperspective out vec4 edgeDistance;
|
|
} outpt;
|
|
|
|
// --------------------------------------
|
|
|
|
void emit(int index, vec4 position, vec3 normal, vec4 patchCoord)
|
|
{
|
|
outpt.v.position = position;
|
|
outpt.v.patchCoord = patchCoord;
|
|
outpt.v.normal = normal;
|
|
outpt.v.tangent = inpt[index].v.tangent;
|
|
outpt.v.bitangent = inpt[index].v.bitangent;
|
|
|
|
#if defined(NORMAL_BIQUADRATIC_WG)
|
|
outpt.v.Nu = inpt[index].v.Nu;
|
|
outpt.v.Nv = inpt[index].v.Nv;
|
|
#endif
|
|
|
|
gl_Position = ProjectionMatrix * outpt.v.position;
|
|
EmitVertex();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
#if defined(PRIM_TRI) || defined(PRIM_QUAD)
|
|
void emit(int index, vec4 position, vec3 normal, vec4 patchCoord, vec4 edgeVerts[EDGE_VERTS])
|
|
{
|
|
outpt.edgeDistance[0] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
|
|
outpt.edgeDistance[1] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
|
|
#ifdef PRIM_TRI
|
|
outpt.edgeDistance[2] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
|
|
#endif
|
|
#ifdef PRIM_QUAD
|
|
outpt.edgeDistance[2] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
|
|
outpt.edgeDistance[3] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
|
|
#endif
|
|
|
|
emit(index, position, normal, patchCoord);
|
|
}
|
|
#endif
|
|
|
|
// --------------------------------------
|
|
|
|
void main()
|
|
{
|
|
gl_PrimitiveID = gl_PrimitiveIDIn;
|
|
|
|
#ifdef PRIM_QUAD
|
|
vec4 patchCoord[4];
|
|
vec4 position[4];
|
|
vec3 normal[4];
|
|
|
|
// need to generate patch coord for non-patch quads
|
|
patchCoord[0] = GeneratePatchCoord(vec2(0, 0), gl_PrimitiveID);
|
|
patchCoord[1] = GeneratePatchCoord(vec2(1, 0), gl_PrimitiveID);
|
|
patchCoord[2] = GeneratePatchCoord(vec2(1, 1), gl_PrimitiveID);
|
|
patchCoord[3] = GeneratePatchCoord(vec2(0, 1), gl_PrimitiveID);
|
|
|
|
#if defined(DISPLACEMENT_HW_BILINEAR) || defined(DISPLACEMENT_BILINEAR) || defined(DISPLACEMENT_BIQUADRATIC)
|
|
position[0] = displacement(inpt[0].v.position, inpt[0].v.normal, patchCoord[0]);
|
|
position[1] = displacement(inpt[1].v.position, inpt[1].v.normal, patchCoord[1]);
|
|
position[2] = displacement(inpt[2].v.position, inpt[2].v.normal, patchCoord[2]);
|
|
position[3] = displacement(inpt[3].v.position, inpt[3].v.normal, patchCoord[3]);
|
|
#else
|
|
position[0] = inpt[0].v.position;
|
|
position[1] = inpt[1].v.position;
|
|
position[2] = inpt[2].v.position;
|
|
position[3] = inpt[3].v.position;
|
|
#endif
|
|
|
|
#ifdef NORMAL_FACET
|
|
// XXX: need to use vec C to get triangle normal.
|
|
vec3 A = (position[0] - position[1]).xyz;
|
|
vec3 B = (position[3] - position[1]).xyz;
|
|
vec3 C = (position[2] - position[1]).xyz;
|
|
normal[0] = normalize(cross(B, A));
|
|
normal[1] = normal[0];
|
|
normal[2] = normal[0];
|
|
normal[3] = normal[0];
|
|
#else
|
|
normal[0] = inpt[0].v.normal;
|
|
normal[1] = inpt[1].v.normal;
|
|
normal[2] = inpt[2].v.normal;
|
|
normal[3] = inpt[3].v.normal;
|
|
#endif
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
vec4 edgeVerts[EDGE_VERTS];
|
|
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
|
|
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
|
|
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
|
|
edgeVerts[3] = ProjectionMatrix * inpt[3].v.position;
|
|
|
|
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, position[0], normal[0], patchCoord[0], edgeVerts);
|
|
emit(1, position[1], normal[1], patchCoord[1], edgeVerts);
|
|
emit(3, position[3], normal[3], patchCoord[3], edgeVerts);
|
|
emit(2, position[2], normal[2], patchCoord[2], edgeVerts);
|
|
#else
|
|
outpt.edgeDistance[0] = 0;
|
|
outpt.edgeDistance[1] = 0;
|
|
outpt.edgeDistance[2] = 0;
|
|
outpt.edgeDistance[3] = 0;
|
|
emit(0, position[0], normal[0], patchCoord[0]);
|
|
emit(1, position[1], normal[1], patchCoord[1]);
|
|
emit(3, position[3], normal[3], patchCoord[3]);
|
|
emit(2, position[2], normal[2], patchCoord[2]);
|
|
#endif
|
|
#endif // PRIM_QUAD
|
|
|
|
#ifdef PRIM_TRI
|
|
vec4 position[3];
|
|
vec4 patchCoord[3];
|
|
vec3 normal[3];
|
|
|
|
// patch coords are computed in tessellation shader
|
|
patchCoord[0] = inpt[0].v.patchCoord;
|
|
patchCoord[1] = inpt[1].v.patchCoord;
|
|
patchCoord[2] = inpt[2].v.patchCoord;
|
|
|
|
position[0] = inpt[0].v.position;
|
|
position[1] = inpt[1].v.position;
|
|
position[2] = inpt[2].v.position;
|
|
|
|
#ifdef NORMAL_FACET
|
|
// emit flat normals for displaced surface
|
|
vec3 A = (position[0] - position[1]).xyz;
|
|
vec3 B = (position[2] - position[1]).xyz;
|
|
normal[0] = normalize(cross(B, A));
|
|
normal[1] = normal[0];
|
|
normal[2] = normal[0];
|
|
#else
|
|
normal[0] = inpt[0].v.normal;
|
|
normal[1] = inpt[1].v.normal;
|
|
normal[2] = inpt[2].v.normal;
|
|
#endif
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
vec4 edgeVerts[EDGE_VERTS];
|
|
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
|
|
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
|
|
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
|
|
|
|
edgeVerts[0].xy /= edgeVerts[0].w;
|
|
edgeVerts[1].xy /= edgeVerts[1].w;
|
|
edgeVerts[2].xy /= edgeVerts[2].w;
|
|
|
|
emit(0, position[0], normal[0], patchCoord[0], edgeVerts);
|
|
emit(1, position[1], normal[1], patchCoord[1], edgeVerts);
|
|
emit(2, position[2], normal[2], patchCoord[2], edgeVerts);
|
|
#else
|
|
emit(0, position[0], normal[0], patchCoord[0]);
|
|
emit(1, position[1], normal[1], patchCoord[1]);
|
|
emit(2, position[2], normal[2], patchCoord[2]);
|
|
#endif
|
|
#endif // PRIM_TRI
|
|
|
|
#ifdef PRIM_LINE
|
|
emit(0, inpt[0].v.position, inpt[0].v.normal, vec4(0));
|
|
emit(1, inpt[1].v.position, inpt[1].v.normal, vec4(0));
|
|
#endif
|
|
|
|
EndPrimitive();
|
|
}
|
|
|
|
#endif
|
|
//--------------------------------------------------------------
|
|
// Fragment Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef FRAGMENT_SHADER
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
noperspective in vec4 edgeDistance;
|
|
} inpt;
|
|
|
|
out vec4 outColor;
|
|
|
|
#if defined(COLOR_PTEX_NEAREST) || defined(COLOR_PTEX_HW_BILINEAR) || defined(COLOR_PTEX_BILINEAR) || defined(COLOR_PTEX_BIQUADRATIC)
|
|
uniform sampler2DArray textureImage_Data;
|
|
uniform isamplerBuffer textureImage_Packing;
|
|
#endif
|
|
|
|
#ifdef USE_PTEX_OCCLUSION
|
|
uniform sampler2DArray textureOcclusion_Data;
|
|
uniform isamplerBuffer textureOcclusion_Packing;
|
|
#endif
|
|
|
|
#ifdef USE_PTEX_SPECULAR
|
|
uniform sampler2DArray textureSpecular_Data;
|
|
uniform isamplerBuffer textureSpecular_Packing;
|
|
#endif
|
|
|
|
#define NUM_LIGHTS 2
|
|
|
|
struct LightSource {
|
|
vec4 position;
|
|
vec4 ambient;
|
|
vec4 diffuse;
|
|
vec4 specular;
|
|
};
|
|
|
|
layout(std140) uniform Lighting {
|
|
LightSource lightSource[NUM_LIGHTS];
|
|
};
|
|
|
|
#if defined COLOR_PATCHTYPE
|
|
uniform vec4 overrideColor;
|
|
#endif
|
|
|
|
#if defined(NORMAL_HW_SCREENSPACE) || defined(NORMAL_SCREENSPACE)
|
|
|
|
vec3
|
|
perturbNormalFromDisplacement(vec3 position, vec3 normal, vec4 patchCoord)
|
|
{
|
|
// by Morten S. Mikkelsen
|
|
// http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
|
|
// slightly modified for ptex guttering
|
|
|
|
vec3 vSigmaS = dFdx(position);
|
|
vec3 vSigmaT = dFdy(position);
|
|
vec3 vN = normal;
|
|
vec3 vR1 = cross(vSigmaT, vN);
|
|
vec3 vR2 = cross(vN, vSigmaS);
|
|
float fDet = dot(vSigmaS, vR1);
|
|
#if 0
|
|
// not work well with ptex
|
|
float dBs = dFdx(disp);
|
|
float dBt = dFdy(disp);
|
|
#else
|
|
vec2 texDx = dFdx(patchCoord.xy);
|
|
vec2 texDy = dFdy(patchCoord.xy);
|
|
|
|
// limit forward differencing to the width of ptex gutter
|
|
const float resolution = 128.0;
|
|
float d = min(1, (0.5/resolution)/max(length(texDx), length(texDy)));
|
|
|
|
vec4 STll = patchCoord;
|
|
vec4 STlr = patchCoord + d * vec4(texDx.x, texDx.y, 0, 0);
|
|
vec4 STul = patchCoord + d * vec4(texDy.x, texDy.y, 0, 0);
|
|
#if defined NORMAL_HW_SCREENSPACE
|
|
float Hll = PtexLookupFast(STll, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
|
|
float Hlr = PtexLookupFast(STlr, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
|
|
float Hul = PtexLookupFast(STul, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
|
|
#elif defined NORMAL_SCREENSPACE
|
|
float Hll = PtexMipmapLookup(STll, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
|
|
float Hlr = PtexMipmapLookup(STlr, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
|
|
float Hul = PtexMipmapLookup(STul, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
|
|
#endif
|
|
float dBs = (Hlr - Hll)/d;
|
|
float dBt = (Hul - Hll)/d;
|
|
#endif
|
|
|
|
vec3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2);
|
|
return normalize(abs(fDet) * vN - vSurfGrad);
|
|
}
|
|
#endif // NORMAL_SCREENSPACE
|
|
|
|
uniform sampler2D diffuseEnvironmentMap;
|
|
uniform sampler2D specularEnvironmentMap;
|
|
|
|
vec4 getEnvironmentHDR(sampler2D sampler, vec3 dir)
|
|
{
|
|
dir = (ModelViewInverseMatrix * vec4(dir, 0)).xyz;
|
|
vec2 uv = vec2((atan(dir.x,dir.z)/3.1415926535897+1)*0.5, (1-dir.y)*0.5);
|
|
vec4 tex = texture(sampler, uv);
|
|
tex = vec4(pow(tex.xyz, vec3(0.4545)), 1);
|
|
return tex;
|
|
}
|
|
|
|
vec4
|
|
lighting(vec4 texColor, vec3 Peye, vec3 Neye, float spec, float occ)
|
|
{
|
|
vec4 color = vec4(0);
|
|
vec3 n = Neye;
|
|
|
|
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 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)), 64.0f);
|
|
|
|
color += (1.0-occ) * ((lightSource[i].ambient +
|
|
d * lightSource[i].diffuse) * texColor +
|
|
spec * s * lightSource[i].specular);
|
|
}
|
|
|
|
color.a = 1;
|
|
|
|
return color;
|
|
}
|
|
|
|
vec4
|
|
edgeColor(vec4 Cfill)
|
|
{
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
#ifdef PRIM_TRI
|
|
float d =
|
|
min(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.edgeDistance[2]));
|
|
#endif
|
|
#ifdef PRIM_QUAD
|
|
float d =
|
|
min(min(inpt.edgeDistance[0], inpt.edgeDistance[1]),
|
|
min(inpt.edgeDistance[2], inpt.edgeDistance[3]));
|
|
#endif
|
|
#ifdef PRIM_LINE
|
|
float d = 0;
|
|
#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()
|
|
{
|
|
// ------------ normal ---------------
|
|
|
|
#if defined(NORMAL_HW_SCREENSPACE) || defined(NORMAL_SCREENSPACE)
|
|
vec3 normal = perturbNormalFromDisplacement(inpt.v.position.xyz,
|
|
inpt.v.normal,
|
|
inpt.v.patchCoord);
|
|
#elif defined(NORMAL_BIQUADRATIC) || defined(NORMAL_BIQUADRATIC_WG)
|
|
vec4 du, dv;
|
|
vec4 disp = PtexMipmapLookupQuadratic(du, dv, inpt.v.patchCoord,
|
|
mipmapBias,
|
|
textureDisplace_Data,
|
|
textureDisplace_Packing);
|
|
|
|
disp *= displacementScale;
|
|
du *= displacementScale;
|
|
dv *= displacementScale;
|
|
|
|
vec3 n = normalize(cross(inpt.v.tangent, inpt.v.bitangent));
|
|
vec3 tangent = inpt.v.tangent + n * du.x;
|
|
vec3 bitangent = inpt.v.bitangent + n * dv.x;
|
|
|
|
#if defined(NORMAL_BIQUADRATIC_WG)
|
|
tangent += inpt.v.Nu * disp.x;
|
|
bitangent += inpt.v.Nv * disp.x;
|
|
#endif
|
|
|
|
vec3 normal = normalize(cross(tangent, bitangent));
|
|
#else
|
|
vec3 normal = inpt.v.normal;
|
|
#endif
|
|
|
|
// ------------ color ---------------
|
|
|
|
#if defined COLOR_PTEX_NEAREST
|
|
vec4 texColor = PtexLookupNearest(inpt.v.patchCoord,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined COLOR_PTEX_HW_BILINEAR
|
|
vec4 texColor = PtexLookupFast(inpt.v.patchCoord,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined COLOR_PTEX_BILINEAR
|
|
vec4 texColor = PtexMipmapLookup(inpt.v.patchCoord,
|
|
mipmapBias,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined COLOR_PTEX_BIQUADRATIC
|
|
vec4 texColor = PtexMipmapLookupQuadratic(inpt.v.patchCoord,
|
|
mipmapBias,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined COLOR_PATCHTYPE
|
|
vec4 texColor = edgeColor(lighting(overrideColor, inpt.v.position.xyz, normal, 1, 0));
|
|
outColor = texColor;
|
|
return;
|
|
#elif defined COLOR_PATCHCOORD
|
|
vec4 texColor = edgeColor(lighting(inpt.v.patchCoord, inpt.v.position.xyz, normal, 1, 0));
|
|
outColor = texColor;
|
|
return;
|
|
#elif defined COLOR_NORMAL
|
|
vec4 texColor = edgeColor(vec4(normal, 1));
|
|
outColor = texColor;
|
|
return;
|
|
#else // COLOR_NONE
|
|
vec4 texColor = vec4(0.5);
|
|
#endif
|
|
|
|
// gamma correct?
|
|
// texColor = vec4(pow(texColor.xyz, vec3(0.4545)), 1);
|
|
|
|
// ------------ occlusion ---------------
|
|
|
|
#ifdef USE_PTEX_OCCLUSION
|
|
float occ = PtexMipmapLookup(inpt.v.patchCoord,
|
|
mipmapBias,
|
|
textureOcclusion_Data,
|
|
textureOcclusion_Packing).x;
|
|
#else
|
|
float occ = 0.0;
|
|
#endif
|
|
|
|
// ------------ specular ---------------
|
|
|
|
#ifdef USE_PTEX_SPECULAR
|
|
float specular = PtexMipmapLookup(inpt.v.patchCoord,
|
|
mipmapBias,
|
|
textureSpecular_Data,
|
|
textureSpecular_Packing).x;
|
|
#else
|
|
float specular = 1.0;
|
|
#endif
|
|
|
|
// ------------ lighting ---------------
|
|
|
|
#ifdef USE_IBL
|
|
vec4 a = vec4(0, 0, 0, 1); //ambientColor;
|
|
vec4 d = getEnvironmentHDR(diffuseEnvironmentMap, normal) * 1.4;
|
|
vec3 eye = normalize(inpt.v.position.xyz - vec3(0,0,0));
|
|
vec3 reflect = reflect(eye, normal);
|
|
vec4 s = getEnvironmentHDR(specularEnvironmentMap, reflect);
|
|
const float fresnelBias = 0;
|
|
const float fresnelScale = 1.0;
|
|
const float fresnelPower = 4.0;
|
|
float fresnel = fresnelBias + fresnelScale * pow(1.0+dot(normal,eye), fresnelPower);
|
|
|
|
a *= (1.0-occ);
|
|
d *= (1.0-occ);
|
|
s *= min(specular, (1.0-occ)) * fresnel;
|
|
|
|
vec4 Cf = (a + d) * texColor + s * 0.5;
|
|
#else
|
|
vec4 Cf = lighting(texColor, inpt.v.position.xyz, normal, specular, occ);
|
|
#endif
|
|
|
|
// ------------ wireframe ---------------
|
|
|
|
outColor = edgeColor(Cf);
|
|
}
|
|
#endif //PRIM_TRI || PRIM_QUAD
|
|
|
|
#if defined(PRIM_LINE)
|
|
void
|
|
main()
|
|
{
|
|
outColor = vec4(0, 1, 0, 1);
|
|
}
|
|
#endif
|
|
|
|
#endif
|