OpenSubdiv/examples/python/simple.glsl

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GLSL

#
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-- xforms
uniform mat4 Projection;
uniform mat4 Modelview;
uniform mat3 NormalMatrix;
-- vert
in vec4 Position;
in vec3 Normal;
out vec4 vPosition;
out vec3 vNormal;
void main()
{
vPosition = Position;
vNormal = Normal;
gl_Position = Projection * Modelview * Position;
}
-- geom
in vec4 vPosition[4];
in vec3 vNormal[4];
out vec3 gNormal;
const bool facets = true;
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 4) out;
void emit(int index)
{
if (!facets) {
gNormal = NormalMatrix * vNormal[index];
}
gl_Position = Projection * Modelview * vPosition[index];
gl_Position.z = 1 - gl_Position.z;
EmitVertex();
}
void main()
{
if (facets) {
vec3 A = vPosition[0].xyz;
vec3 B = vPosition[1].xyz;
vec3 C = vPosition[2].xyz;
gNormal = NormalMatrix * normalize(cross(B - A, C - A));
}
emit(0);
emit(1);
emit(3);
emit(2);
EndPrimitive();
}
-- frag
in vec3 gNormal;
out vec4 FragColor;
uniform vec4 LightPosition = vec4(0.75, -0.25, 1, 1);
uniform vec3 AmbientMaterial = vec3(0.2, 0.1, 0.1);
uniform vec4 DiffuseMaterial = vec4(1.0, 209.0/255.0, 54.0/255.0, 1.0);
uniform vec3 SpecularMaterial = vec3(0.4, 0.4, 0.3);
uniform float Shininess = 200.0;
uniform float Fresnel = 0.1;
void main()
{
vec3 N = normalize(gNormal);
vec3 L = normalize((LightPosition).xyz);
vec3 Eye = vec3(0, 0, 1);
vec3 H = normalize(L + Eye);
float df = max(0.0, dot(N, L));
float sf = pow(max(0.0, dot(N, H)), Shininess);
float rfTheta = Fresnel + (1-Fresnel) * pow(1-dot(N,Eye), 5);
vec3 color = AmbientMaterial +
df * DiffuseMaterial.rgb +
sf * SpecularMaterial +
rfTheta;
FragColor = vec4(color, DiffuseMaterial.a);
}