mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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3ae50d1c50
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.
111 lines
2.8 KiB
GLSL
111 lines
2.8 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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-- xforms
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uniform mat4 Projection;
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uniform mat4 Modelview;
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uniform mat3 NormalMatrix;
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-- vert
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in vec4 Position;
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in vec3 Normal;
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out vec4 vPosition;
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out vec3 vNormal;
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void main()
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{
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vPosition = Position;
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vNormal = Normal;
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gl_Position = Projection * Modelview * Position;
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}
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-- geom
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in vec4 vPosition[4];
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in vec3 vNormal[4];
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out vec3 gNormal;
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const bool facets = true;
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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void emit(int index)
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{
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if (!facets) {
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gNormal = NormalMatrix * vNormal[index];
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}
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gl_Position = Projection * Modelview * vPosition[index];
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gl_Position.z = 1 - gl_Position.z;
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EmitVertex();
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}
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void main()
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{
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if (facets) {
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vec3 A = vPosition[0].xyz;
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vec3 B = vPosition[1].xyz;
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vec3 C = vPosition[2].xyz;
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gNormal = NormalMatrix * normalize(cross(B - A, C - A));
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}
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emit(0);
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emit(1);
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emit(3);
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emit(2);
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EndPrimitive();
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}
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-- frag
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in vec3 gNormal;
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out vec4 FragColor;
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uniform vec4 LightPosition = vec4(0.75, -0.25, 1, 1);
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uniform vec3 AmbientMaterial = vec3(0.2, 0.1, 0.1);
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uniform vec4 DiffuseMaterial = vec4(1.0, 209.0/255.0, 54.0/255.0, 1.0);
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uniform vec3 SpecularMaterial = vec3(0.4, 0.4, 0.3);
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uniform float Shininess = 200.0;
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uniform float Fresnel = 0.1;
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void main()
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{
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vec3 N = normalize(gNormal);
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vec3 L = normalize((LightPosition).xyz);
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vec3 Eye = vec3(0, 0, 1);
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vec3 H = normalize(L + Eye);
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float df = max(0.0, dot(N, L));
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float sf = pow(max(0.0, dot(N, H)), Shininess);
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float rfTheta = Fresnel + (1-Fresnel) * pow(1-dot(N,Eye), 5);
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vec3 color = AmbientMaterial +
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df * DiffuseMaterial.rgb +
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sf * SpecularMaterial +
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rfTheta;
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FragColor = vec4(color, DiffuseMaterial.a);
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}
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