mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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c399655dcc
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
346 lines
9.6 KiB
GLSL
346 lines
9.6 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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vec4 PTexLookup(vec4 patchCoord,
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sampler2DArray data,
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samplerBuffer packings,
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isamplerBuffer pages)
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{
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vec2 uv = patchCoord.xy;
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int faceID = int(patchCoord.w);
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int page = texelFetch(pages, faceID).x;
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vec4 packing = texelFetch(packings, faceID);
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vec3 coords = vec3( packing.x + uv.x * packing.z,
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packing.y + uv.y * packing.w,
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page);
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return texture(data, coords);
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}
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uniform sampler2DArray textureImage_Data;
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uniform samplerBuffer textureImage_Packing;
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uniform isamplerBuffer textureImage_Pages;
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vec4 displacement(vec4 position, vec3 normal, vec4 patchCoord)
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{
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float disp = PTexLookup(patchCoord,
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textureImage_Data,
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textureImage_Packing,
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textureImage_Pages).x;
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return position + 0.01*vec4(disp * normal, 0);
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}
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//--------------------------------------------------------------
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// 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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mat4 ProjectionWithoutPickMatrix;
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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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// Geometry Shader
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//--------------------------------------------------------------
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#ifdef GEOMETRY_SHADER
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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 block {
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OutputVertex v;
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} inpt[3];
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out block {
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OutputVertex v;
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noperspective out vec4 edgeDistance;
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} outpt;
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void emit(int index, vec4 position, vec3 normal, vec4 patchCoord)
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{
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outpt.v.position = position;
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outpt.v.patchCoord = patchCoord;
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outpt.v.normal = normal;
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gl_Position = ProjectionMatrix * outpt.v.position;
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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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void emit(int index, vec4 position, vec3 normal, vec4 patchCoord, 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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outpt.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
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emit(index, position, normal, patchCoord);
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}
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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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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] = inpt[0].v.patchCoord;
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patchCoord[1] = inpt[1].v.patchCoord;
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patchCoord[2] = inpt[2].v.patchCoord;
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#ifdef USE_PTEX_DISPLACEMENT
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position[0] = displacement(inpt[0].v.position, inpt[0].v.normal, patchCoord[0]);
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position[1] = displacement(inpt[1].v.position, inpt[1].v.normal, patchCoord[1]);
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position[2] = displacement(inpt[2].v.position, inpt[2].v.normal, patchCoord[2]);
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#else
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position[0] = inpt[0].v.position;
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position[1] = inpt[1].v.position;
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position[2] = inpt[2].v.position;
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#endif
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normal[0] = inpt[0].v.normal;
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normal[1] = inpt[1].v.normal;
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normal[2] = inpt[2].v.normal;
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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, 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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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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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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} 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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#ifdef USE_PTEX_DISPLACEMENT
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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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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 = (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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float Hll = PTexLookup(STll, textureImage_Data, textureImage_Packing, textureImage_Pages).x;
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float Hlr = PTexLookup(STlr, textureImage_Data, textureImage_Packing, textureImage_Pages).x;
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float Hul = PTexLookup(STul, textureImage_Data, textureImage_Packing, textureImage_Pages).x;
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float dBs = (Hlr - Hll)/d;
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float dBt = (Hul - Hll)/d;
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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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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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float d =
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min(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.edgeDistance[2]));
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vec4 Cedge = vec4(0.5, 0.5, 0.5, 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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vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
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#ifdef USE_PTEX_DISPLACEMENT
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N = perturbNormalFromDisplacement(inpt.v.position.xyz,
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N,
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inpt.v.patchCoord);
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#endif
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vec4 Cf = vec4(1.0);
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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Cf = edgeColor(Cf, inpt.edgeDistance);
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#endif
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#ifdef USE_PTEX_COLOR
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Cf = Cf * (vec4(1) - vec4(PTexLookup(inpt.v.patchCoord,
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textureImage_Data,
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textureImage_Packing,
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textureImage_Pages).x));
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#endif
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Cf = lighting(Cf, inpt.v.position.xyz, N);
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outColor = Cf;
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}
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#endif
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