OpenSubdiv/examples/vtrViewer/faceShader.glsl

192 lines
4.6 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.
//
#if __VERSION__ < 420
#define centroid
#endif
layout(std140) uniform Transform {
mat4 ModelViewMatrix;
mat4 ProjectionMatrix;
mat4 ModelViewProjectionMatrix;
};
struct ControlVertex {
vec4 position;
centroid vec4 patchCoord; // u, v, level, faceID
ivec4 ptexInfo; // U offset, V offset, 2^ptexlevel', rotation
ivec3 clipFlag;
};
struct OutputVertex {
vec4 position;
vec3 normal;
centroid vec4 patchCoord; // u, v, level, faceID
centroid vec2 tessCoord; // tesscoord.st
vec3 tangent;
vec3 bitangent;
};
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
out block {
OutputVertex v;
} outpt;
void main()
{
outpt.v.position = ModelViewMatrix * position;
}
#endif
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
layout(lines_adjacency) in;
#define EDGE_VERTS 4
layout(triangle_strip, max_vertices = EDGE_VERTS) out;
in block {
OutputVertex v;
} inpt[EDGE_VERTS];
out block {
OutputVertex v;
} outpt;
void emit(int index, vec3 normal, vec2 uv)
{
outpt.v.position = inpt[index].v.position;
outpt.v.normal = normal;
outpt.v.tessCoord = uv;
gl_Position = ProjectionMatrix * inpt[index].v.position;
EmitVertex();
}
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
vec3 C = (inpt[2].v.position - inpt[1].v.position).xyz;
vec3 n0 = normalize(cross(B, A));
emit(0, n0, vec2(0.0,0.0));
emit(1, n0, vec2(0.0,1.0));
emit(3, n0, vec2(1.0,0.0));
emit(2, n0, vec2(1.0,1.0));
EndPrimitive();
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
} inpt;
out vec4 outColor;
out vec3 outNormal;
#define NUM_LIGHTS 2
struct LightSource {
vec4 position;
vec4 ambient;
vec4 diffuse;
vec4 specular;
};
layout(std140) uniform Lighting {
LightSource lightSource[NUM_LIGHTS];
};
uniform vec4 diffuseColor = vec4(1);
uniform vec4 ambientColor = vec4(1);
uniform samplerBuffer faceColors;
uniform sampler2D faceTexture;
vec4
lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
{
vec4 color = vec4(0);
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 * ambientColor
+ d * lightSource[i].diffuse * diffuse
+ s * lightSource[i].specular;
}
color.a = 1;
return color;
}
void
main()
{
vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
vec4 faceColor = texelFetch(faceColors, gl_PrimitiveID);
vec4 tex = texture(faceTexture, inpt.v.tessCoord);
vec4 Cf = lighting(diffuseColor * faceColor * tex, inpt.v.position.xyz, N);
outColor = Cf;
outNormal = N;
}
#endif