OpenSubdiv/examples/mayaViewer/shader.glsl
manuelk 3ae50d1c50 Amending Apache license language & file headers.
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.
2013-09-26 12:04:57 -07:00

330 lines
8.4 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.
//
#line 57
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
out block {
OutputVertex v;
} outpt;
void main()
{
outpt.v.position = ModelViewMatrix * position;
}
#endif // VERTEX_SHADER
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
uniform samplerBuffer g_uvFVarBuffer;
#ifdef PRIM_QUAD
layout(lines_adjacency) in;
#ifdef GEOMETRY_OUT_FILL
layout(triangle_strip, max_vertices = 4) out;
#endif
#ifdef GEOMETRY_OUT_LINE
layout(line_strip, max_vertices = 5) out;
#endif
in block {
OutputVertex v;
} inpt[4];
#endif // PRIM_QUAD
#ifdef PRIM_TRI
layout(triangles) in;
#ifdef GEOMETRY_OUT_FILL
layout(triangle_strip, max_vertices = 3) out;
#endif
#ifdef GEOMETRY_OUT_LINE
layout(line_strip, max_vertices = 4) out;
#endif
in block {
OutputVertex v;
} inpt[3];
#endif // PRIM_TRI
#ifdef PRIM_POINT
layout(points) in;
layout(points, max_vertices = 1) out;
in block {
OutputVertex v;
} inpt[1];
#endif // PRIM_POINT
out block {
OutputVertex v;
} outpt;
void emitUniform(int index, vec3 normal)
{
outpt.v.position = inpt[index].v.position;
#ifdef SMOOTH_NORMALS
outpt.v.normal = inpt[index].v.normal;
#else
outpt.v.normal = normal;
#endif
// We fetch each uv component separately since the texture buffer
// has a single component internal format, i.e. R32F instead of RG32F.
// Start with an offset representing 4 verts per primitive and
// multiply by 2 on each fetch to account for two floats per UV.
// uvFVarBuffer is a flat array of floats, but is accessed as if it
// has the structure of float[p][4][2] where p=primitiveID:
// [ [ uv uv uv uv ] [ uv uv uv uv ] [ ... ] ]
// prim 0 prim 1
int uvOffset = gl_PrimitiveID * 4;
outpt.v.patchCoord.st =
vec2( texelFetch( g_uvFVarBuffer, (uvOffset+index)*2 ).s,
texelFetch( g_uvFVarBuffer, (uvOffset+index)*2+1 ).s );
gl_Position = ProjectionMatrix * inpt[index].v.position;
EmitVertex();
}
void emitAdaptive(int index, vec3 normal, vec2 uvs[4])
{
outpt.v.position = inpt[index].v.position;
#ifdef SMOOTH_NORMALS
outpt.v.normal = inpt[index].v.normal;
#else
outpt.v.normal = normal;
#endif
// Bi-linear interpolation within the patch
outpt.v.patchCoord = inpt[index].v.patchCoord;
vec2 st = inpt[index].v.tessCoord;
outpt.v.patchCoord.st =
vec2( mix( mix(uvs[0].x, uvs[1].x, st.s ), mix(uvs[3].x, uvs[2].x, st.s ), st.t),
mix( mix(uvs[0].y, uvs[1].y, st.s ), mix(uvs[3].y, uvs[2].y, st.s ), st.t) );
gl_Position = ProjectionMatrix * inpt[index].v.position;
EmitVertex();
}
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
#ifdef FVAR_ADAPTIVE
// We fetch each uv component separately since the texture buffer
// has a single component internal format, i.e. R32F instead of RG32F.
// Start with an offset representing 4 verts per primitive and
// multiply by 2 on each fetch to account for two floats per UV.
// uvFVarBuffer is a flat array of floats, but is accessed as if it
// has the structure of float[p][4][2] where p=primitiveID:
// [ [ uv uv uv uv ] [ uv uv uv uv ] [ ... ] ]
// prim 0 prim 1
// Offset based on prim id and offset into patch-type fvar data table
int uvOffset = (gl_PrimitiveID+PrimitiveIdBase) * 4;
vec2 uvs[4];
uvs[0] = vec2( texelFetch( g_uvFVarBuffer, (uvOffset+0)*2 ).s,
texelFetch( g_uvFVarBuffer, (uvOffset+0)*2+1 ).s );
uvs[1] = vec2( texelFetch( g_uvFVarBuffer, (uvOffset+1)*2 ).s,
texelFetch( g_uvFVarBuffer, (uvOffset+1)*2+1 ).s );
uvs[2] = vec2( texelFetch( g_uvFVarBuffer, (uvOffset+2)*2 ).s,
texelFetch( g_uvFVarBuffer, (uvOffset+2)*2+1 ).s );
uvs[3] = vec2( texelFetch( g_uvFVarBuffer, (uvOffset+3)*2 ).s,
texelFetch( g_uvFVarBuffer, (uvOffset+3)*2+1 ).s );
#endif
vec3 n0 = vec3(0);
#if defined( PRIM_POINT )
emitUniform(0, n0);
#elif defined ( PRIM_TRI)
vec3 A = (inpt[1].v.position - inpt[0].v.position).xyz;
vec3 B = (inpt[2].v.position - inpt[0].v.position).xyz;
n0 = normalize(cross(B, A));
#ifdef FVAR_ADAPTIVE
emitAdaptive(0, n0, uvs);
emitAdaptive(1, n0, uvs);
emitAdaptive(2, n0, uvs);
#ifdef GEOMETRY_OUT_LINE
emitAdaptive(0, n0, uvs);
#endif //GEOMETRY_OUT_LINE
#else
emitUniform(0, n0);
emitUniform(1, n0);
emitUniform(2, n0);
#ifdef GEOMETRY_OUT_LINE
emitUniform(0, n0);
#endif //GEOMETRY_OUT_LINE
#endif //FVAR_ADAPTIVE
#elif defined ( PRIM_QUAD )
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;
n0 = normalize(cross(B, A));
#ifdef GEOMETRY_OUT_FILL
emitUniform(0, n0);
emitUniform(1, n0);
emitUniform(3, n0);
emitUniform(2, n0);
#else // GEOMETRY_OUT_LINE
emitUniform(0, n0);
emitUniform(1, n0);
emitUniform(2, n0);
emitUniform(3, n0);
emitUniform(0, n0);
#endif //GEOMETRY_OUT_LINE
#endif //PRIM_*
EndPrimitive();
}
#endif // GEOMETRY_SHADER
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
uniform sampler2D diffuseMap;
in block {
OutputVertex v;
} inpt;
#define NUM_LIGHTS 2
struct LightSource {
vec4 position;
vec4 diffuse;
vec4 ambient;
vec4 specular;
};
layout(std140) uniform Lighting {
LightSource lightSource[NUM_LIGHTS];
};
uniform vec4 diffuseColor = vec4(0.8);
uniform vec4 ambientColor = vec4(0.2);
uniform vec4 specularColor = vec4(0.8);
uniform float shininess = 64;
vec4
lighting(vec3 Peye, vec3 Neye, vec4 texColor)
{
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)), shininess);
color += lightSource[i].ambient * ambientColor
+ d * lightSource[i].diffuse * diffuseColor * texColor
+ s * lightSource[i].specular * specularColor;
}
color.a = 1;
return color;
}
#ifdef PRIM_POINT
uniform vec4 fragColor;
void
main()
{
gl_FragColor = fragColor;
}
#endif
#ifdef GEOMETRY_OUT_LINE
uniform vec4 fragColor;
void
main()
{
gl_FragColor = fragColor;
}
#endif
#ifdef GEOMETRY_OUT_FILL
void
main()
{
vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
#ifdef USE_DIFFUSE_MAP
vec4 texColor = texture(diffuseMap, inpt.v.patchCoord.st);
gl_FragColor = lighting(inpt.v.position.xyz, N, texColor);
#else
gl_FragColor = lighting(inpt.v.position.xyz, N, vec4(1.0));
#endif
}
#endif // GEOMETRY_OUT_LINE
#endif // FRAGMENT_SHADER