mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-17 22:21:07 +00:00
06f4a60939
- Removed Catmark restrictions in the application code and shaders - Added command line options to specifiy the Scheme for .obj input files - Added support for Linear end-cap approximation - Updated GUI labels for end-cap types, i.e. "Linear" instead of "Bilinear" and "Regular" instead of "BSpline". - Added new shading color to glViewer for "Patch Depth" - Disabled screen-space and fractional tessellation by default
577 lines
16 KiB
GLSL
577 lines
16 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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#if defined(SHADING_VARYING_COLOR) || defined(SHADING_FACEVARYING_COLOR)
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#undef OSD_USER_VARYING_DECLARE
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#define OSD_USER_VARYING_DECLARE \
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vec3 color;
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#undef OSD_USER_VARYING_ATTRIBUTE_DECLARE
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#define OSD_USER_VARYING_ATTRIBUTE_DECLARE \
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layout(location = 1) in vec3 color;
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#undef OSD_USER_VARYING_PER_VERTEX
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#define OSD_USER_VARYING_PER_VERTEX() \
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outpt.color = color
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#undef 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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outpt[ID_OUT].color = inpt[ID_IN].color
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#undef 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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outpt.color = \
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mix(mix(inpt[a].color, inpt[b].color, UV.x), \
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mix(inpt[c].color, inpt[d].color, UV.x), UV.y)
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#undef OSD_USER_VARYING_PER_EVAL_POINT_TRIANGLE
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#define OSD_USER_VARYING_PER_EVAL_POINT_TRIANGLE(UV, a, b, c) \
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outpt.color = \
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inpt[a].color * (1.0f - UV.x - UV.y) + \
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inpt[b].color * UV.x + \
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inpt[c].color * UV.y;
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#else
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#define OSD_USER_VARYING_DECLARE
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#define OSD_USER_VARYING_ATTRIBUTE_DECLARE
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#define OSD_USER_VARYING_PER_VERTEX()
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#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN)
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#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d)
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#define OSD_USER_VARYING_PER_EVAL_POINT_TRIANGLE(UV, a, b, c)
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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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int OsdBaseVertex()
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{
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return 0;
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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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OSD_USER_VARYING_ATTRIBUTE_DECLARE
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out block {
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OutputVertex v;
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#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
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vec2 vSegments;
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#endif
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OSD_USER_VARYING_DECLARE
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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.patchCoord = vec4(0);
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#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
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outpt.vSegments = vec2(0);
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#endif
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OSD_USER_VARYING_PER_VERTEX();
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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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#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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#define EDGE_VERTS 3
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#endif // PRIM_TRI
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layout(triangle_strip, max_vertices = EDGE_VERTS) out;
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in block {
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OutputVertex v;
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#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
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vec2 vSegments;
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#endif
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OSD_USER_VARYING_DECLARE
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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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#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
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vec2 vSegments;
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#endif
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OSD_USER_VARYING_DECLARE
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} outpt;
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vec2
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interpolateFaceVarying(vec2 uv, int fvarOffset)
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{
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int patchIndex = OsdGetPatchIndex(gl_PrimitiveID);
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float wP[20], wDu[20], wDv[20], wDuu[20], wDuv[20], wDvv[20];
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#ifdef LOOP
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int patchType = OSD_PATCH_DESCRIPTOR_TRIANGLES;
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OsdPatchParam param = OsdPatchParamInit(0, 0, 0);
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int numPoints = OsdEvaluatePatchBasisNormalized(patchType, param,
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uv.s, uv.t, wP, wDu, wDv, wDuu, wDuv, wDvv);
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#else
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int patchType = OSD_PATCH_DESCRIPTOR_QUADS;
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OsdPatchParam param = OsdPatchParamInit(0, 0, 0);
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int numPoints = OsdEvaluatePatchBasisNormalized(patchType, param,
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uv.s, uv.t, wP, wDu, wDv, wDuu, wDuv, wDvv);
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#endif
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int patchArrayStride = numPoints;
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int primOffset = patchIndex * patchArrayStride;
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vec2 result = vec2(0);
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for (int i=0; i<numPoints; ++i) {
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int index = (primOffset+i)*OSD_FVAR_WIDTH + fvarOffset;
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vec2 cv = vec2(texelFetch(OsdFVarDataBuffer, index).s,
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texelFetch(OsdFVarDataBuffer, index + 1).s);
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result += wP[i] * cv;
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}
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return result;
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}
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void emit(int index, vec3 normal)
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{
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outpt.v.position = inpt[index].v.position;
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outpt.v.patchCoord = inpt[index].v.patchCoord;
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#ifdef SMOOTH_NORMALS
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outpt.v.normal = inpt[index].v.normal;
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#else
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outpt.v.normal = normal;
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#endif
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#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
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outpt.vSegments = inpt[index].vSegments;
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#endif
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#ifdef SHADING_VARYING_COLOR
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outpt.color = inpt[index].color;
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#endif
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#ifdef SHADING_FACEVARYING_COLOR
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#ifdef LOOP // ----- scheme : LOOP
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#ifdef SHADING_FACEVARYING_UNIFORM_SUBDIVISION
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vec2 trist[3] = vec2[](vec2(0,0), vec2(1,0), vec2(0,1));
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vec2 st = trist[index];
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#else
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vec2 st = inpt[index].v.tessCoord;
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#endif
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vec2 uv = interpolateFaceVarying(st, /*fvarOffset=*/0);
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#else // ----- scheme : CATMARK / BILINEAR
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#ifdef SHADING_FACEVARYING_UNIFORM_SUBDIVISION
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vec2 quadst[4] = vec2[](vec2(0,0), vec2(1,0), vec2(1,1), vec2(0,1));
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vec2 st = quadst[index];
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#else
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vec2 st = inpt[index].v.tessCoord;
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#endif
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vec2 uv = interpolateFaceVarying(st, /*fvarOffset=*/0);
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#endif // ------ scheme
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outpt.color = vec3(uv.s, uv.t, 0);
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#endif
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gl_Position = ProjectionMatrix * inpt[index].v.position;
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EmitVertex();
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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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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void emit(int index, vec3 normal, 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, normal);
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}
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#endif
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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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vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
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vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
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vec3 C = (inpt[2].v.position - inpt[1].v.position).xyz;
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vec3 n0 = normalize(cross(B, A));
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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, n0, edgeVerts);
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emit(1, n0, edgeVerts);
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emit(3, n0, edgeVerts);
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emit(2, n0, edgeVerts);
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#else
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emit(0, n0);
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emit(1, n0);
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emit(3, n0);
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emit(2, n0);
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#endif
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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vec3 A = (inpt[1].v.position - inpt[0].v.position).xyz;
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vec3 B = (inpt[2].v.position - inpt[0].v.position).xyz;
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vec3 n0 = normalize(cross(B, A));
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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, n0, edgeVerts);
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emit(1, n0, edgeVerts);
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emit(2, n0, edgeVerts);
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#else
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emit(0, n0);
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emit(1, n0);
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emit(2, n0);
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#endif
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#endif // PRIM_TRI
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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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#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
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vec2 vSegments;
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#endif
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OSD_USER_VARYING_DECLARE
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} inpt;
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out vec4 outColor;
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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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uniform vec4 diffuseColor = vec4(1);
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uniform vec4 ambientColor = vec4(1);
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vec4
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lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
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{
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vec4 color = vec4(0);
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for (int i = 0; i < NUM_LIGHTS; ++i) {
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vec4 Plight = lightSource[i].position;
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vec3 l = (Plight.w == 0.0)
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? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
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vec3 n = normalize(Neye);
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vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
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float d = max(0.0, dot(n, l));
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float s = pow(max(0.0, dot(n, h)), 500.0f);
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color += lightSource[i].ambient * ambientColor
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+ d * lightSource[i].diffuse * diffuse
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+ s * lightSource[i].specular;
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}
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color.a = 1;
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return color;
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}
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vec4
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edgeColor(vec4 Cfill, vec4 edgeDistance)
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{
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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float d =
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min(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.edgeDistance[2]));
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#endif
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#ifdef PRIM_QUAD
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float d =
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min(min(inpt.edgeDistance[0], inpt.edgeDistance[1]),
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min(inpt.edgeDistance[2], inpt.edgeDistance[3]));
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#endif
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float v = 0.8;
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vec4 Cedge = vec4(Cfill.r*v, Cfill.g*v, Cfill.b*v, 1);
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float p = exp2(-2 * d * d);
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#if defined(GEOMETRY_OUT_WIRE)
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if (p < 0.25) discard;
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#endif
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Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
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#endif
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return Cfill;
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}
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vec4
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getAdaptivePatchColor(ivec3 patchParam)
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{
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const vec4 patchColors[7*6] = vec4[7*6](
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vec4(1.0f, 1.0f, 1.0f, 1.0f), // regular
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vec4(0.0f, 1.0f, 1.0f, 1.0f), // regular pattern 0
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vec4(0.0f, 0.5f, 1.0f, 1.0f), // regular pattern 1
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vec4(0.0f, 0.5f, 0.5f, 1.0f), // regular pattern 2
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vec4(0.5f, 0.0f, 1.0f, 1.0f), // regular pattern 3
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vec4(1.0f, 0.5f, 1.0f, 1.0f), // regular pattern 4
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vec4(1.0f, 0.5f, 0.5f, 1.0f), // single crease
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vec4(1.0f, 0.70f, 0.6f, 1.0f), // single crease pattern 0
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vec4(1.0f, 0.65f, 0.6f, 1.0f), // single crease pattern 1
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vec4(1.0f, 0.60f, 0.6f, 1.0f), // single crease pattern 2
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vec4(1.0f, 0.55f, 0.6f, 1.0f), // single crease pattern 3
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vec4(1.0f, 0.50f, 0.6f, 1.0f), // single crease pattern 4
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vec4(0.8f, 0.0f, 0.0f, 1.0f), // boundary
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vec4(0.0f, 0.0f, 0.75f, 1.0f), // boundary pattern 0
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vec4(0.0f, 0.2f, 0.75f, 1.0f), // boundary pattern 1
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vec4(0.0f, 0.4f, 0.75f, 1.0f), // boundary pattern 2
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vec4(0.0f, 0.6f, 0.75f, 1.0f), // boundary pattern 3
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vec4(0.0f, 0.8f, 0.75f, 1.0f), // boundary pattern 4
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vec4(0.0f, 1.0f, 0.0f, 1.0f), // corner
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vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 0
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vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 1
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vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 2
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vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 3
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vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 4
|
|
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f) // gregory basis
|
|
);
|
|
|
|
int patchType = 0;
|
|
|
|
int edgeCount = bitCount(OsdGetPatchBoundaryMask(patchParam));
|
|
if (edgeCount == 1) {
|
|
patchType = 2; // BOUNDARY
|
|
}
|
|
if (edgeCount > 1) {
|
|
patchType = 3; // CORNER (not correct for patches that are not isolated)
|
|
}
|
|
|
|
#if defined(OSD_PATCH_ENABLE_SINGLE_CREASE) && !defined(LOOP)
|
|
// check this after boundary/corner since single crease patch also has edgeCount.
|
|
if (inpt.vSegments.y > 0) {
|
|
patchType = 1;
|
|
}
|
|
#elif defined OSD_PATCH_GREGORY
|
|
patchType = 4;
|
|
#elif defined OSD_PATCH_GREGORY_BOUNDARY
|
|
patchType = 5;
|
|
#elif defined OSD_PATCH_GREGORY_BASIS
|
|
patchType = 6;
|
|
#elif defined OSD_PATCH_GREGORY_TRIANGLE
|
|
patchType = 6;
|
|
#endif
|
|
|
|
int pattern = bitCount(OsdGetPatchTransitionMask(patchParam));
|
|
|
|
return patchColors[6*patchType + pattern];
|
|
}
|
|
|
|
vec4
|
|
getAdaptiveDepthColor(ivec3 patchParam)
|
|
{
|
|
// Represent depth with repeating cycle of four colors:
|
|
const vec4 depthColors[4] = vec4[4](
|
|
vec4(0.0f, 0.5f, 0.5f, 1.0f),
|
|
vec4(1.0f, 1.0f, 1.0f, 1.0f),
|
|
vec4(0.0f, 1.0f, 1.0f, 1.0f),
|
|
vec4(0.5f, 1.0f, 0.5f, 1.0f)
|
|
);
|
|
return depthColors[OsdGetPatchRefinementLevel(patchParam) & 3];
|
|
}
|
|
|
|
#if defined(PRIM_QUAD) || defined(PRIM_TRI)
|
|
void
|
|
main()
|
|
{
|
|
vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
|
|
|
|
#if defined(SHADING_VARYING_COLOR)
|
|
vec4 color = vec4(inpt.color, 1);
|
|
#elif defined(SHADING_FACEVARYING_COLOR)
|
|
// generating a checkerboard pattern
|
|
vec4 color = vec4(inpt.color.rg,
|
|
int(floor(20*inpt.color.r)+floor(20*inpt.color.g))&1, 1);
|
|
#elif defined(SHADING_PATCH_TYPE)
|
|
vec4 color = getAdaptivePatchColor(OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)));
|
|
#elif defined(SHADING_PATCH_DEPTH)
|
|
vec4 color = getAdaptiveDepthColor(OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)));
|
|
#elif defined(SHADING_PATCH_COORD)
|
|
vec4 color = vec4(inpt.v.patchCoord.xy, 0, 1);
|
|
#elif defined(SHADING_MATERIAL)
|
|
vec4 color = diffuseColor;
|
|
#else
|
|
vec4 color = vec4(1, 1, 1, 1);
|
|
#endif
|
|
|
|
vec4 Cf = lighting(color, inpt.v.position.xyz, N);
|
|
|
|
#if defined(SHADING_NORMAL)
|
|
Cf.rgb = N;
|
|
#endif
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
Cf = edgeColor(Cf, inpt.edgeDistance);
|
|
#endif
|
|
|
|
outColor = Cf;
|
|
}
|
|
#endif
|
|
|
|
#endif
|