OpenSubdiv/examples/glPtexViewer/shader.glsl
David G Yu ed3fa312e5 Removed obsolete LOOP define from example shaders
Removed the use of the LOOP preprocessor symbol from
the remaining example shader code. The shader code is now
configured according to the types of the resulting patches
without depending on the subdivision scheme of the mesh
topology.
2019-06-17 17:59:15 -07:00

748 lines
23 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.
//
//--------------------------------------------------------------
// Uniforms / Uniform Blocks
//--------------------------------------------------------------
#define NUM_LIGHTS 2
struct LightSource {
vec4 position;
vec4 ambient;
vec4 diffuse;
vec4 specular;
};
layout(std140) uniform Constant {
mat4 ModelViewMatrix;
mat4 ProjectionMatrix;
mat4 ModelViewProjectionMatrix;
mat4 ModelViewInverseMatrix;
LightSource lightSource[NUM_LIGHTS];
float TessLevel;
float displacementScale;
float mipmapBias;
};
uniform int GregoryQuadOffsetBase;
uniform int PrimitiveIdBase;
//--------------------------------------------------------------
// Common
//--------------------------------------------------------------
vec4 GeneratePatchCoord(vec2 uv, int primitiveID) // for non-adaptive
{
ivec3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
return OsdInterpolatePatchCoord(uv, patchParam);
}
#if defined(DISPLACEMENT_HW_BILINEAR) \
|| defined(DISPLACEMENT_BILINEAR) \
|| defined(DISPLACEMENT_BIQUADRATIC) \
|| defined(NORMAL_HW_SCREENSPACE) \
|| defined(NORMAL_SCREENSPACE) \
|| defined(NORMAL_BIQUADRATIC) \
|| defined(NORMAL_BIQUADRATIC_WG)
uniform sampler2DArray textureDisplace_Data;
uniform isamplerBuffer textureDisplace_Packing;
#endif
#if defined(DISPLACEMENT_HW_BILINEAR) || defined(DISPLACEMENT_BILINEAR) || defined(DISPLACEMENT_BIQUADRATIC)
#undef OSD_DISPLACEMENT_CALLBACK
#define OSD_DISPLACEMENT_CALLBACK \
outpt.v.position = \
displacement(outpt.v.position, \
outpt.v.normal, \
outpt.v.patchCoord);
vec4 displacement(vec4 position, vec3 normal, vec4 patchCoord)
{
#if defined(DISPLACEMENT_HW_BILINEAR)
float disp = PtexLookupFast(patchCoord,
textureDisplace_Data,
textureDisplace_Packing).x;
#elif defined(DISPLACEMENT_BILINEAR)
float disp = PtexMipmapLookup(patchCoord,
mipmapBias,
textureDisplace_Data,
textureDisplace_Packing).x;
#elif defined(DISPLACEMENT_BIQUADRATIC)
float disp = PtexMipmapLookupQuadratic(patchCoord,
mipmapBias,
textureDisplace_Data,
textureDisplace_Packing).x;
#endif
return position + vec4(disp * normal, 0) * displacementScale;
}
#endif
//--------------------------------------------------------------
// Osd external functions
//--------------------------------------------------------------
mat4 OsdModelViewMatrix()
{
return ModelViewMatrix;
}
mat4 OsdProjectionMatrix()
{
return ProjectionMatrix;
}
mat4 OsdModelViewProjectionMatrix()
{
return ModelViewProjectionMatrix;
}
float OsdTessLevel()
{
return TessLevel;
}
int OsdGregoryQuadOffsetBase()
{
return GregoryQuadOffsetBase;
}
int OsdPrimitiveIdBase()
{
return PrimitiveIdBase;
}
int OsdBaseVertex()
{
return 0;
}
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
layout (location=1) in vec3 normal;
out block {
OutputVertex v;
} outpt;
void main()
{
outpt.v.position = ModelViewMatrix * position;
outpt.v.normal = (ModelViewMatrix * vec4(normal, 0)).xyz;
outpt.v.patchCoord = vec4(0);
outpt.v.tessCoord = vec2(0);
outpt.v.tangent = vec3(0);
outpt.v.bitangent = vec3(0);
}
#endif
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
#ifdef PRIM_QUAD
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 4) out;
#define EDGE_VERTS 4
#endif // PRIM_QUAD
#ifdef PRIM_TRI
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
#define EDGE_VERTS 3
#endif // PRIM_TRI
#ifdef PRIM_LINE
layout(lines) in;
layout(line_strip, max_vertices = 2) out;
#define EDGE_VERTS 2
#endif // PRIM_LINE
in block {
OutputVertex v;
} inpt[EDGE_VERTS];
out block {
OutputVertex v;
noperspective out vec4 edgeDistance;
} outpt;
// --------------------------------------
void emit(int index, vec4 position, vec3 normal, vec4 patchCoord)
{
outpt.v.position = position;
outpt.v.patchCoord = patchCoord;
outpt.v.normal = normal;
outpt.v.tangent = inpt[index].v.tangent;
outpt.v.bitangent = inpt[index].v.bitangent;
#if defined(NORMAL_BIQUADRATIC_WG)
outpt.v.Nu = inpt[index].v.Nu;
outpt.v.Nv = inpt[index].v.Nv;
#endif
gl_Position = ProjectionMatrix * outpt.v.position;
EmitVertex();
}
const float VIEWPORT_SCALE = 1024.0; // XXXdyu
float edgeDistance(vec4 p, vec4 p0, vec4 p1)
{
return VIEWPORT_SCALE *
abs((p.x - p0.x) * (p1.y - p0.y) -
(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
}
#if defined(PRIM_TRI) || defined(PRIM_QUAD)
void emit(int index, vec4 position, vec3 normal, vec4 patchCoord, vec4 edgeVerts[EDGE_VERTS])
{
outpt.edgeDistance[0] =
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
outpt.edgeDistance[1] =
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
#ifdef PRIM_TRI
outpt.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
#endif
#ifdef PRIM_QUAD
outpt.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
outpt.edgeDistance[3] =
edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
#endif
emit(index, position, normal, patchCoord);
}
#endif
// --------------------------------------
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
#ifdef PRIM_QUAD
vec4 patchCoord[4];
vec4 position[4];
vec3 normal[4];
// need to generate patch coord for non-patch quads
patchCoord[0] = GeneratePatchCoord(vec2(0, 0), gl_PrimitiveID);
patchCoord[1] = GeneratePatchCoord(vec2(1, 0), gl_PrimitiveID);
patchCoord[2] = GeneratePatchCoord(vec2(1, 1), gl_PrimitiveID);
patchCoord[3] = GeneratePatchCoord(vec2(0, 1), gl_PrimitiveID);
#if defined(DISPLACEMENT_HW_BILINEAR) || defined(DISPLACEMENT_BILINEAR) || defined(DISPLACEMENT_BIQUADRATIC)
position[0] = displacement(inpt[0].v.position, inpt[0].v.normal, patchCoord[0]);
position[1] = displacement(inpt[1].v.position, inpt[1].v.normal, patchCoord[1]);
position[2] = displacement(inpt[2].v.position, inpt[2].v.normal, patchCoord[2]);
position[3] = displacement(inpt[3].v.position, inpt[3].v.normal, patchCoord[3]);
#else
position[0] = inpt[0].v.position;
position[1] = inpt[1].v.position;
position[2] = inpt[2].v.position;
position[3] = inpt[3].v.position;
#endif
#ifdef NORMAL_FACET
// XXX: need to use vec C to get triangle normal.
vec3 A = (position[0] - position[1]).xyz;
vec3 B = (position[3] - position[1]).xyz;
vec3 C = (position[2] - position[1]).xyz;
normal[0] = normalize(cross(B, A));
normal[1] = normal[0];
normal[2] = normal[0];
normal[3] = normal[0];
#else
normal[0] = inpt[0].v.normal;
normal[1] = inpt[1].v.normal;
normal[2] = inpt[2].v.normal;
normal[3] = inpt[3].v.normal;
#endif
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
vec4 edgeVerts[EDGE_VERTS];
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
edgeVerts[3] = ProjectionMatrix * inpt[3].v.position;
edgeVerts[0].xy /= edgeVerts[0].w;
edgeVerts[1].xy /= edgeVerts[1].w;
edgeVerts[2].xy /= edgeVerts[2].w;
edgeVerts[3].xy /= edgeVerts[3].w;
emit(0, position[0], normal[0], patchCoord[0], edgeVerts);
emit(1, position[1], normal[1], patchCoord[1], edgeVerts);
emit(3, position[3], normal[3], patchCoord[3], edgeVerts);
emit(2, position[2], normal[2], patchCoord[2], edgeVerts);
#else
outpt.edgeDistance[0] = 0;
outpt.edgeDistance[1] = 0;
outpt.edgeDistance[2] = 0;
outpt.edgeDistance[3] = 0;
emit(0, position[0], normal[0], patchCoord[0]);
emit(1, position[1], normal[1], patchCoord[1]);
emit(3, position[3], normal[3], patchCoord[3]);
emit(2, position[2], normal[2], patchCoord[2]);
#endif
#endif // PRIM_QUAD
#ifdef PRIM_TRI
vec4 position[3];
vec4 patchCoord[3];
vec3 normal[3];
// patch coords are computed in tessellation shader
patchCoord[0] = inpt[0].v.patchCoord;
patchCoord[1] = inpt[1].v.patchCoord;
patchCoord[2] = inpt[2].v.patchCoord;
position[0] = inpt[0].v.position;
position[1] = inpt[1].v.position;
position[2] = inpt[2].v.position;
#ifdef NORMAL_FACET
// emit flat normals for displaced surface
vec3 A = (position[0] - position[1]).xyz;
vec3 B = (position[2] - position[1]).xyz;
normal[0] = normalize(cross(B, A));
normal[1] = normal[0];
normal[2] = normal[0];
#else
normal[0] = inpt[0].v.normal;
normal[1] = inpt[1].v.normal;
normal[2] = inpt[2].v.normal;
#endif
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
vec4 edgeVerts[EDGE_VERTS];
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
edgeVerts[0].xy /= edgeVerts[0].w;
edgeVerts[1].xy /= edgeVerts[1].w;
edgeVerts[2].xy /= edgeVerts[2].w;
emit(0, position[0], normal[0], patchCoord[0], edgeVerts);
emit(1, position[1], normal[1], patchCoord[1], edgeVerts);
emit(2, position[2], normal[2], patchCoord[2], edgeVerts);
#else
emit(0, position[0], normal[0], patchCoord[0]);
emit(1, position[1], normal[1], patchCoord[1]);
emit(2, position[2], normal[2], patchCoord[2]);
#endif
#endif // PRIM_TRI
#ifdef PRIM_LINE
emit(0, inpt[0].v.position, inpt[0].v.normal, vec4(0));
emit(1, inpt[1].v.position, inpt[1].v.normal, vec4(0));
#endif
EndPrimitive();
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
in block {
OutputVertex v;
noperspective in vec4 edgeDistance;
} inpt;
out vec4 outColor;
#if defined(COLOR_PTEX_NEAREST) || defined(COLOR_PTEX_HW_BILINEAR) || defined(COLOR_PTEX_BILINEAR) || defined(COLOR_PTEX_BIQUADRATIC)
uniform sampler2DArray textureImage_Data;
uniform isamplerBuffer textureImage_Packing;
#endif
#ifdef USE_PTEX_OCCLUSION
uniform sampler2DArray textureOcclusion_Data;
uniform isamplerBuffer textureOcclusion_Packing;
#endif
#ifdef USE_PTEX_SPECULAR
uniform sampler2DArray textureSpecular_Data;
uniform isamplerBuffer textureSpecular_Packing;
#endif
#if defined COLOR_PATCHTYPE
uniform vec4 overrideColor;
vec4
GetOverrideColor(ivec3 patchParam)
{
const vec4 patchColors[7*6] = vec4[7*6](
vec4(1.0f, 1.0f, 1.0f, 1.0f), // regular
vec4(0.0f, 1.0f, 1.0f, 1.0f), // regular pattern 0
vec4(0.0f, 0.5f, 1.0f, 1.0f), // regular pattern 1
vec4(0.0f, 0.5f, 0.5f, 1.0f), // regular pattern 2
vec4(0.5f, 0.0f, 1.0f, 1.0f), // regular pattern 3
vec4(1.0f, 0.5f, 1.0f, 1.0f), // regular pattern 4
vec4(1.0f, 0.5f, 0.5f, 1.0f), // single crease
vec4(1.0f, 0.70f, 0.6f, 1.0f), // single crease pattern 0
vec4(1.0f, 0.65f, 0.6f, 1.0f), // single crease pattern 1
vec4(1.0f, 0.60f, 0.6f, 1.0f), // single crease pattern 2
vec4(1.0f, 0.55f, 0.6f, 1.0f), // single crease pattern 3
vec4(1.0f, 0.50f, 0.6f, 1.0f), // single crease pattern 4
vec4(0.8f, 0.0f, 0.0f, 1.0f), // boundary
vec4(0.0f, 0.0f, 0.75f, 1.0f), // boundary pattern 0
vec4(0.0f, 0.2f, 0.75f, 1.0f), // boundary pattern 1
vec4(0.0f, 0.4f, 0.75f, 1.0f), // boundary pattern 2
vec4(0.0f, 0.6f, 0.75f, 1.0f), // boundary pattern 3
vec4(0.0f, 0.8f, 0.75f, 1.0f), // boundary pattern 4
vec4(0.0f, 1.0f, 0.0f, 1.0f), // corner
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 0
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 1
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 2
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 3
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
// 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];
}
#endif
#if defined(NORMAL_HW_SCREENSPACE) || defined(NORMAL_SCREENSPACE)
vec3
perturbNormalFromDisplacement(vec3 position, vec3 normal, vec4 patchCoord)
{
// by Morten S. Mikkelsen
// http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
// slightly modified for ptex guttering
vec3 vSigmaS = dFdx(position);
vec3 vSigmaT = dFdy(position);
vec3 vN = normal;
vec3 vR1 = cross(vSigmaT, vN);
vec3 vR2 = cross(vN, vSigmaS);
float fDet = dot(vSigmaS, vR1);
#if 0
// not work well with ptex
float dBs = dFdx(disp);
float dBt = dFdy(disp);
#else
vec2 texDx = dFdx(patchCoord.xy);
vec2 texDy = dFdy(patchCoord.xy);
// limit forward differencing to the width of ptex gutter
const float resolution = 128.0;
float d = min(1, (0.5/resolution)/max(length(texDx), length(texDy)));
vec4 STll = patchCoord;
vec4 STlr = patchCoord + d * vec4(texDx.x, texDx.y, 0, 0);
vec4 STul = patchCoord + d * vec4(texDy.x, texDy.y, 0, 0);
#if defined NORMAL_HW_SCREENSPACE
float Hll = PtexLookupFast(STll, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
float Hlr = PtexLookupFast(STlr, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
float Hul = PtexLookupFast(STul, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
#elif defined NORMAL_SCREENSPACE
float Hll = PtexMipmapLookup(STll, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
float Hlr = PtexMipmapLookup(STlr, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
float Hul = PtexMipmapLookup(STul, mipmapBias, textureDisplace_Data, textureDisplace_Packing).x * displacementScale;
#endif
float dBs = (Hlr - Hll)/d;
float dBt = (Hul - Hll)/d;
#endif
vec3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2);
return normalize(abs(fDet) * vN - vSurfGrad);
}
#endif // NORMAL_SCREENSPACE
uniform sampler2D diffuseEnvironmentMap;
uniform sampler2D specularEnvironmentMap;
vec4 getEnvironmentHDR(sampler2D sampler, vec3 dir)
{
dir = (ModelViewInverseMatrix * vec4(dir, 0)).xyz;
vec2 uv = vec2((atan(dir.x,dir.z)/3.1415926535897+1)*0.5, (1-dir.y)*0.5);
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(GetOverrideColor(OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID))), 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