mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-26 01:31:13 +00:00
312 lines
7.2 KiB
GLSL
312 lines
7.2 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 "License");
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// you may not use this file except in compliance with the License
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// and the following modification to it: Section 6 Trademarks.
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// deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the
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// trade names, trademarks, service marks, or product names of the
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// Licensor and its affiliates, except as required for reproducing
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// the content of the NOTICE file.
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//
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// You may obtain a copy of the 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,
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// software distributed under the License is distributed on an
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// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
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// either express or implied. See the License for the specific
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// language governing permissions and limitations under the
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// License.
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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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};
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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, 0.0)).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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#ifdef PRIM_POINT
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layout(points) in;
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layout(points, max_vertices = 1) out;
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in vec4 vPosition[1];
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in vec3 vNormal[1];
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#endif // PRIM_POINT
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out vec4 gPosition;
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out vec3 gNormal;
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noperspective out vec4 gEdgeDistance;
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void emit(int index, vec3 normal)
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{
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gPosition = vPosition[index];
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#ifdef SMOOTH_NORMALS
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gNormal = vNormal[index];
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#else
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gNormal = normal;
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#endif
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gl_Position = ProjectionMatrix * vPosition[index];
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EmitVertex();
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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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, vec3 normal, 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, normal);
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}
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#endif
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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#ifdef PRIM_POINT
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emit(0, vec3(0));
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#endif
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#ifdef PRIM_QUAD
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vec3 A = (vPosition[0] - vPosition[1]).xyz;
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vec3 B = (vPosition[3] - vPosition[1]).xyz;
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vec3 C = (vPosition[2] - vPosition[1]).xyz;
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vec3 n0 = normalize(cross(B, A));
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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, n0, edgeVerts);
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emit(1, n0, edgeVerts);
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emit(3, n0, edgeVerts);
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emit(2, n0, edgeVerts);
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#else
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emit(0, n0);
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emit(1, n0);
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emit(3, n0);
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emit(2, n0);
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#endif
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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vec3 A = (vPosition[1] - vPosition[0]).xyz;
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vec3 B = (vPosition[2] - vPosition[0]).xyz;
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vec3 n0 = normalize(cross(B, A));
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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, n0, edgeVerts);
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emit(1, n0, edgeVerts);
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emit(2, n0, edgeVerts);
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#else
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emit(0, n0);
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emit(1, n0);
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emit(2, n0);
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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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noperspective in vec4 gEdgeDistance;
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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(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 * diffuseColor
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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 PRIM_POINT
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uniform vec4 fragColor;
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void
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main()
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{
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outColor = fragColor;
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}
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#endif
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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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#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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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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#if defined(PRIM_QUAD) || defined(PRIM_TRI)
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void
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main()
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{
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vec3 N = (gl_FrontFacing ? gNormal : -gNormal);
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vec4 Cf = lighting(gPosition.xyz, N);
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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Cf = edgeColor(Cf, gEdgeDistance);
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#endif
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outColor = Cf;
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}
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#endif
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#endif
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