mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-26 21:40:07 +00:00
c245407854
This change refactors the GLSL and HLSL patch shader code so that most of the work is implemented within a library of common functions and the remaining shader snippets just manage plumbing. There is more to do here: - varying and face-varying data can be managed entirely by the client - similarly, displacement can be implemented in client code - there's still quite a bit of residual boiler-plate code needed in each shader stage that we should be able to wrap up in a more convenient form.
546 lines
17 KiB
GLSL
546 lines
17 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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#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 Constant {
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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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LightSource lightSource[NUM_LIGHTS];
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float TessLevel;
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float displacementScale;
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float mipmapBias;
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};
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uniform int PrimitiveIdBase;
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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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// Common
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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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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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#else
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float disp = 0.0;
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#endif
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return position + vec4(disp * normal, 0) * displacementScale;
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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 vec4 vPosition;
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out vec3 vNormal;
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void main()
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{
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vPosition = ModelViewMatrix * position;
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vNormal = (ModelViewMatrix * vec4(normal, 0)).xyz;
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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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in vec4 vPosition[4];
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in vec3 vNormal[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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in vec4 vPosition[3];
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in vec3 vNormal[3];
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#endif // PRIM_TRI
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out vec4 gPosition;
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out vec4 gPatchCoord;
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out vec3 gNormal;
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noperspective out vec4 gEdgeDistance;
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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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gPosition = position;
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gPatchCoord = patchCoord;
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gNormal = normal;
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gl_Position = ProjectionMatrix * gPosition;
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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(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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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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gEdgeDistance[0] =
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edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
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gEdgeDistance[1] =
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edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
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#ifdef PRIM_TRI
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gEdgeDistance[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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gEdgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
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gEdgeDistance[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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vec4 GeneratePatchCoord(vec2 uv, int primitiveID) // for non-adaptive
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{
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ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
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return OsdInterpolatePatchCoord(uv, patchParam);
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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(vPosition[0], vNormal[0], patchCoord[0]);
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position[1] = displacement(vPosition[1], vNormal[1], patchCoord[1]);
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position[2] = displacement(vPosition[2], vNormal[2], patchCoord[2]);
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position[3] = displacement(vPosition[3], vNormal[3], patchCoord[3]);
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#else
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position[0] = vPosition[0];
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position[1] = vPosition[1];
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position[2] = vPosition[2];
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position[3] = vPosition[3];
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#endif
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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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normal[3] = normal[0];
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#else
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normal[0] = vNormal[0];
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normal[1] = vNormal[1];
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normal[2] = vNormal[2];
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normal[3] = vNormal[3];
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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 * vPosition[0];
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edgeVerts[1] = ProjectionMatrix * vPosition[1];
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edgeVerts[2] = ProjectionMatrix * vPosition[2];
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edgeVerts[3] = ProjectionMatrix * vPosition[3];
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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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gEdgeDistance = vec4(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] = vPatchCoord[0];
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patchCoord[1] = vPatchCoord[1];
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patchCoord[2] = vPatchCoord[2];
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#if defined(DISPLACEMENT_HW_BILINEAR) || defined(DISPLACEMENT_BILINEAR) || defined(DISPLACEMENT_BIQUADRATIC)
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position[0] = displacement(vPosition[0], vNormal[0], patchCoord[0]);
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position[1] = displacement(vPosition[1], vNormal[1], patchCoord[1]);
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position[2] = displacement(vPosition[2], vNormal[2], patchCoord[2]);
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#else
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position[0] = vPosition[0];
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position[1] = vPosition[1];
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position[2] = vPosition[2];
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#endif
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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] = vNormal[0];
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normal[1] = vNormal[1];
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normal[2] = vNormal[2];
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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 * vPosition[0];
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edgeVerts[1] = ProjectionMatrix * vPosition[1];
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edgeVerts[2] = ProjectionMatrix * vPosition[2];
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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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gEdgeDistance = vec4(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(2, position[2], normal[2], patchCoord[2]);
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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 vec4 gPosition;
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in vec3 gNormal;
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in vec4 gPatchCoord;
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noperspective in vec4 gEdgeDistance;
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out vec4 outColor;
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#if defined(COLOR_PTEX_NEAREST) || defined(COLOR_PTEX_HW_BILINEAR) || \
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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 samplerBuffer 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 samplerBuffer textureSpecular_Packing;
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#endif
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uniform bool overrideColorEnable = false;
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uniform vec4 overrideColor;
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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 // USE_PTEX_NORMAL
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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);
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tex = vec4(pow(tex.xyz, vec3(0.4545)), 1);
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return tex;
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}
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vec4
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lighting(vec4 texColor, vec3 Peye, vec3 Neye, float spec, float occ)
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{
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vec4 color = vec4(0);
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vec3 n = Neye;
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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 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)), 64.0f);
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color += (1.0-occ) * ((lightSource[i].ambient +
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d * lightSource[i].diffuse) * texColor +
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spec * 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)
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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(gEdgeDistance[0], min(gEdgeDistance[1], gEdgeDistance[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(gEdgeDistance[0], gEdgeDistance[1]),
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min(gEdgeDistance[2], gEdgeDistance[3]));
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#endif
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#ifdef PRIM_LINE
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float d = 0;
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#endif
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vec4 Cedge = vec4(1.0, 1.0, 0.0, 1.0);
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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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void
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main()
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{
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// ------------ normal ---------------
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#if defined(NORMAL_HW_SCREENSPACE) || defined(NORMAL_SCREENSPACE)
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vec3 normal = perturbNormalFromDisplacement(gPosition.xyz,
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gNormal,
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gPatchCoord);
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#else
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vec3 normal = gNormal;
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#endif
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// ------------ color ---------------
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#if defined COLOR_PTEX_NEAREST
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vec4 texColor = PtexLookupNearest(gPatchCoord,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined COLOR_PTEX_HW_BILINEAR
|
|
vec4 texColor = PtexLookupFast(gPatchCoord,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined COLOR_PTEX_BILINEAR
|
|
vec4 texColor = PtexMipmapLookup(gPatchCoord,
|
|
mipmapBias,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined COLOR_PTEX_BIQUADRATIC
|
|
vec4 texColor = PtexMipmapLookupQuadratic(gPatchCoord,
|
|
mipmapBias,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined COLOR_PATCHTYPE
|
|
vec4 texColor = edgeColor(lighting(GetOverrideColor(OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID))),
|
|
gPosition.xyz, normal, 1, 0));
|
|
outColor = texColor;
|
|
return;
|
|
#elif defined COLOR_PATCHCOORD
|
|
vec4 texColor = edgeColor(lighting(gPatchCoord, gPosition.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
|
|
|
|
// ------------ occlusion ---------------
|
|
|
|
#ifdef USE_PTEX_OCCLUSION
|
|
float occ = PtexMipmapLookup(gPatchCoord,
|
|
mipmapBias,
|
|
textureOcclusion_Data,
|
|
textureOcclusion_Packing).x;
|
|
#else
|
|
float occ = 0.0;
|
|
#endif
|
|
|
|
// ------------ specular ---------------
|
|
|
|
#ifdef USE_PTEX_SPECULAR
|
|
float specular = PtexMipmapLookup(gPatchCoord,
|
|
mipmapBias,
|
|
textureSpecular_Data,
|
|
textureSpecular_Packing).x;
|
|
#else
|
|
float specular = 1.0;
|
|
#endif
|
|
|
|
vec4 Cf = lighting(texColor, gPosition.xyz, normal, specular, occ);
|
|
|
|
// ------------ wireframe ---------------
|
|
|
|
outColor = edgeColor(Cf);
|
|
}
|
|
|
|
#endif
|