OpenSubdiv/examples/simpleCpu/shader.glsl
manuelk 3ae50d1c50 Amending Apache license language & file headers.
New text:

     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.
2013-09-26 12:04:57 -07:00

214 lines
4.7 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.
//
//#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