mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 22:10:06 +00:00
673 lines
20 KiB
GLSL
673 lines
20 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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#line 25
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//--------------------------------------------------------------
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// Common
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//--------------------------------------------------------------
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uniform float displacementScale = 1.0;
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uniform float mipmapBias = 0;
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vec4 GeneratePatchCoord(vec2 localUV, int primitiveID) // for non-adpative
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{
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ivec2 ptexIndex = texelFetch(OsdPatchParamBuffer, primitiveID).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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vec2 uv = localUV;
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uv = (uv * vec2(1.0)/lv) + vec2(u, v)/lv;
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return vec4(uv.x, uv.y, lv+0.5, faceID+0.5);
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}
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#if defined(DISPLACEMENT_HW_BILINEAR) \
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|| defined(DISPLACEMENT_BILINEAR) \
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|| defined(DISPLACEMENT_BIQUADRATIC) \
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|| defined(NORMAL_HW_SCREENSPACE) \
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|| defined(NORMAL_SCREENSPACE) \
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|| defined(NORMAL_BIQUADRATIC) \
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|| defined(NORMAL_BIQUADRATIC_WG)
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uniform sampler2DArray textureDisplace_Data;
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uniform isamplerBuffer textureDisplace_Packing;
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#endif
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#if defined(DISPLACEMENT_HW_BILINEAR) || defined(DISPLACEMENT_BILINEAR) || defined(DISPLACEMENT_BIQUADRATIC)
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#undef OSD_DISPLACEMENT_CALLBACK
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#define OSD_DISPLACEMENT_CALLBACK \
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outpt.v.position = \
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displacement(outpt.v.position, \
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outpt.v.normal, \
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outpt.v.patchCoord);
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vec4 displacement(vec4 position, vec3 normal, vec4 patchCoord)
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{
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#if defined(DISPLACEMENT_HW_BILINEAR)
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float disp = PtexLookupFast(patchCoord,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#elif defined(DISPLACEMENT_BILINEAR)
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float disp = PtexMipmapLookup(patchCoord,
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mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#elif defined(DISPLACEMENT_BIQUADRATIC)
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float disp = PtexMipmapLookupQuadratic(patchCoord,
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mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#endif
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return position + vec4(disp * normal, 0) * displacementScale;
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}
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#endif
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//--------------------------------------------------------------
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// Uniforms / Uniform Blocks
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//--------------------------------------------------------------
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layout(std140) uniform Transform {
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mat4 ModelViewMatrix;
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mat4 ProjectionMatrix;
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mat4 ModelViewProjectionMatrix;
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mat4 ModelViewInverseMatrix;
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};
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layout(std140) uniform Tessellation {
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float TessLevel;
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};
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uniform int GregoryQuadOffsetBase;
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uniform int PrimitiveIdBase;
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//--------------------------------------------------------------
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// Osd external functions
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//--------------------------------------------------------------
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mat4 OsdModelViewMatrix()
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{
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return ModelViewMatrix;
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}
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mat4 OsdProjectionMatrix()
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{
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return ProjectionMatrix;
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}
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mat4 OsdModelViewProjectionMatrix()
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{
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return ModelViewProjectionMatrix;
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}
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float OsdTessLevel()
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{
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return TessLevel;
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}
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int OsdGregoryQuadOffsetBase()
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{
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return GregoryQuadOffsetBase;
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}
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int OsdPrimitiveIdBase()
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{
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return PrimitiveIdBase;
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}
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//--------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------
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#ifdef VERTEX_SHADER
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layout (location=0) in vec4 position;
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layout (location=1) in vec3 normal;
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out block {
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OutputVertex v;
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} outpt;
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void main()
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{
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outpt.v.position = ModelViewMatrix * position;
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outpt.v.normal = (ModelViewMatrix * vec4(normal, 0)).xyz;
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outpt.v.patchCoord = vec4(0);
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outpt.v.tessCoord = vec2(0);
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outpt.v.tangent = vec3(0);
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outpt.v.bitangent = vec3(0);
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}
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#endif
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//--------------------------------------------------------------
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// Geometry Shader
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//--------------------------------------------------------------
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#ifdef GEOMETRY_SHADER
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#ifdef PRIM_QUAD
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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#define EDGE_VERTS 4
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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#define EDGE_VERTS 3
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#endif // PRIM_TRI
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#ifdef PRIM_LINE
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layout(lines) in;
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layout(line_strip, max_vertices = 2) out;
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#define EDGE_VERTS 2
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#endif // PRIM_LINE
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in block {
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OutputVertex v;
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} inpt[EDGE_VERTS];
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out block {
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OutputVertex v;
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noperspective out vec4 edgeDistance;
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} outpt;
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// --------------------------------------
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void emit(int index, vec4 position, vec3 normal, vec4 patchCoord)
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{
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outpt.v.position = position;
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outpt.v.patchCoord = patchCoord;
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outpt.v.normal = normal;
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outpt.v.tangent = inpt[index].v.tangent;
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outpt.v.bitangent = inpt[index].v.bitangent;
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#if defined(NORMAL_BIQUADRATIC_WG)
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outpt.v.Nu = inpt[index].v.Nu;
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outpt.v.Nv = inpt[index].v.Nv;
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#endif
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gl_Position = ProjectionMatrix * outpt.v.position;
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EmitVertex();
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}
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const float VIEWPORT_SCALE = 1024.0; // XXXdyu
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float edgeDistance(vec4 p, vec4 p0, vec4 p1)
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{
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return VIEWPORT_SCALE *
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abs((p.x - p0.x) * (p1.y - p0.y) -
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(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
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}
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#if defined(PRIM_TRI) || defined(PRIM_QUAD)
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void emit(int index, vec4 position, vec3 normal, vec4 patchCoord, vec4 edgeVerts[EDGE_VERTS])
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{
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outpt.edgeDistance[0] =
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edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
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outpt.edgeDistance[1] =
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edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
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#ifdef PRIM_TRI
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outpt.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
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#endif
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#ifdef PRIM_QUAD
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outpt.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
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outpt.edgeDistance[3] =
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edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
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#endif
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emit(index, position, normal, patchCoord);
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}
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#endif
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// --------------------------------------
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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#ifdef PRIM_QUAD
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vec4 patchCoord[4];
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vec4 position[4];
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vec3 normal[4];
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// need to generate patch coord for non-patch quads
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patchCoord[0] = GeneratePatchCoord(vec2(0, 0), gl_PrimitiveID);
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patchCoord[1] = GeneratePatchCoord(vec2(1, 0), gl_PrimitiveID);
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patchCoord[2] = GeneratePatchCoord(vec2(1, 1), gl_PrimitiveID);
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patchCoord[3] = GeneratePatchCoord(vec2(0, 1), gl_PrimitiveID);
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#if defined(DISPLACEMENT_HW_BILINEAR) || defined(DISPLACEMENT_BILINEAR) || defined(DISPLACEMENT_BIQUADRATIC)
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position[0] = displacement(inpt[0].v.position, inpt[0].v.normal, patchCoord[0]);
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position[1] = displacement(inpt[1].v.position, inpt[1].v.normal, patchCoord[1]);
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position[2] = displacement(inpt[2].v.position, inpt[2].v.normal, patchCoord[2]);
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position[3] = displacement(inpt[3].v.position, inpt[3].v.normal, patchCoord[3]);
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#else
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position[0] = inpt[0].v.position;
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position[1] = inpt[1].v.position;
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position[2] = inpt[2].v.position;
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position[3] = inpt[3].v.position;
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#endif
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#ifdef NORMAL_FACET
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// XXX: need to use vec C to get triangle normal.
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vec3 A = (position[0] - position[1]).xyz;
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vec3 B = (position[3] - position[1]).xyz;
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vec3 C = (position[2] - position[1]).xyz;
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normal[0] = normalize(cross(B, A));
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normal[1] = normal[0];
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normal[2] = normal[0];
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normal[3] = normal[0];
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#else
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normal[0] = inpt[0].v.normal;
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normal[1] = inpt[1].v.normal;
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normal[2] = inpt[2].v.normal;
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normal[3] = inpt[3].v.normal;
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#endif
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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vec4 edgeVerts[EDGE_VERTS];
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edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
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edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
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edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
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edgeVerts[3] = ProjectionMatrix * inpt[3].v.position;
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edgeVerts[0].xy /= edgeVerts[0].w;
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edgeVerts[1].xy /= edgeVerts[1].w;
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edgeVerts[2].xy /= edgeVerts[2].w;
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edgeVerts[3].xy /= edgeVerts[3].w;
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emit(0, position[0], normal[0], patchCoord[0], edgeVerts);
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emit(1, position[1], normal[1], patchCoord[1], edgeVerts);
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emit(3, position[3], normal[3], patchCoord[3], edgeVerts);
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emit(2, position[2], normal[2], patchCoord[2], edgeVerts);
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#else
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outpt.edgeDistance[0] = 0;
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outpt.edgeDistance[1] = 0;
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outpt.edgeDistance[2] = 0;
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outpt.edgeDistance[3] = 0;
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emit(0, position[0], normal[0], patchCoord[0]);
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emit(1, position[1], normal[1], patchCoord[1]);
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emit(3, position[3], normal[3], patchCoord[3]);
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emit(2, position[2], normal[2], patchCoord[2]);
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#endif
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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vec4 position[3];
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vec4 patchCoord[3];
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vec3 normal[3];
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// patch coords are computed in tessellation shader
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patchCoord[0] = inpt[0].v.patchCoord;
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patchCoord[1] = inpt[1].v.patchCoord;
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patchCoord[2] = inpt[2].v.patchCoord;
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position[0] = inpt[0].v.position;
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position[1] = inpt[1].v.position;
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position[2] = inpt[2].v.position;
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#ifdef NORMAL_FACET
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// emit flat normals for displaced surface
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vec3 A = (position[0] - position[1]).xyz;
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vec3 B = (position[2] - position[1]).xyz;
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normal[0] = normalize(cross(B, A));
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normal[1] = normal[0];
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normal[2] = normal[0];
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#else
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normal[0] = inpt[0].v.normal;
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normal[1] = inpt[1].v.normal;
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normal[2] = inpt[2].v.normal;
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#endif
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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vec4 edgeVerts[EDGE_VERTS];
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edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
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edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
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edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
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edgeVerts[0].xy /= edgeVerts[0].w;
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edgeVerts[1].xy /= edgeVerts[1].w;
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edgeVerts[2].xy /= edgeVerts[2].w;
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emit(0, position[0], normal[0], patchCoord[0], edgeVerts);
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emit(1, position[1], normal[1], patchCoord[1], edgeVerts);
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emit(2, position[2], normal[2], patchCoord[2], edgeVerts);
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#else
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emit(0, position[0], normal[0], patchCoord[0]);
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emit(1, position[1], normal[1], patchCoord[1]);
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emit(2, position[2], normal[2], patchCoord[2]);
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#endif
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#endif // PRIM_TRI
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#ifdef PRIM_LINE
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emit(0, inpt[0].v.position, inpt[0].v.normal, vec4(0));
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emit(1, inpt[1].v.position, inpt[1].v.normal, vec4(0));
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#endif
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EndPrimitive();
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}
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#endif
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//--------------------------------------------------------------
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// Fragment Shader
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//--------------------------------------------------------------
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#ifdef FRAGMENT_SHADER
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in block {
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OutputVertex v;
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noperspective in vec4 edgeDistance;
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} inpt;
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out vec4 outColor;
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#if defined(COLOR_PTEX_NEAREST) || defined(COLOR_PTEX_HW_BILINEAR) || defined(COLOR_PTEX_BILINEAR) || defined(COLOR_PTEX_BIQUADRATIC)
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uniform sampler2DArray textureImage_Data;
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uniform isamplerBuffer textureImage_Packing;
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#endif
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#ifdef USE_PTEX_OCCLUSION
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uniform sampler2DArray textureOcclusion_Data;
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uniform isamplerBuffer textureOcclusion_Packing;
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#endif
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#ifdef USE_PTEX_SPECULAR
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uniform sampler2DArray textureSpecular_Data;
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uniform isamplerBuffer textureSpecular_Packing;
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#endif
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#define NUM_LIGHTS 2
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struct LightSource {
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vec4 position;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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};
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layout(std140) uniform Lighting {
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LightSource lightSource[NUM_LIGHTS];
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};
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#if defined COLOR_PATCHTYPE
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uniform vec4 overrideColor;
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#endif
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#if defined(NORMAL_HW_SCREENSPACE) || defined(NORMAL_SCREENSPACE)
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vec3
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perturbNormalFromDisplacement(vec3 position, vec3 normal, vec4 patchCoord)
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{
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// by Morten S. Mikkelsen
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// http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
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// slightly modified for ptex guttering
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vec3 vSigmaS = dFdx(position);
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vec3 vSigmaT = dFdy(position);
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vec3 vN = normal;
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vec3 vR1 = cross(vSigmaT, vN);
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vec3 vR2 = cross(vN, vSigmaS);
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float fDet = dot(vSigmaS, vR1);
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#if 0
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// not work well with ptex
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float dBs = dFdx(disp);
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float dBt = dFdy(disp);
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#else
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vec2 texDx = dFdx(patchCoord.xy);
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vec2 texDy = dFdy(patchCoord.xy);
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// limit forward differencing to the width of ptex gutter
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const float resolution = 128.0;
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float d = min(1, (0.5/resolution)/max(length(texDx), length(texDy)));
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vec4 STll = patchCoord;
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vec4 STlr = patchCoord + d * vec4(texDx.x, texDx.y, 0, 0);
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vec4 STul = patchCoord + d * vec4(texDy.x, texDy.y, 0, 0);
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#if defined NORMAL_HW_SCREENSPACE
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float Hll = PtexLookupFast(STll, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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float Hlr = PtexLookupFast(STlr, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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float Hul = PtexLookupFast(STul, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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#elif defined NORMAL_SCREENSPACE
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float Hll = PtexMipmapLookup(STll, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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float Hlr = PtexMipmapLookup(STlr, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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float Hul = PtexMipmapLookup(STul, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
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#endif
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float dBs = (Hlr - Hll)/d;
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float dBt = (Hul - Hll)/d;
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#endif
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vec3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2);
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return normalize(abs(fDet) * vN - vSurfGrad);
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}
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#endif // NORMAL_SCREENSPACE
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uniform sampler2D diffuseEnvironmentMap;
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uniform sampler2D specularEnvironmentMap;
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vec4 getEnvironmentHDR(sampler2D sampler, vec3 dir)
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{
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dir = (ModelViewInverseMatrix * vec4(dir, 0)).xyz;
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vec2 uv = vec2((atan(dir.x,dir.z)/3.1415926535897+1)*0.5, (1-dir.y)*0.5);
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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
|