mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 00:20:09 +00:00
144 lines
4.6 KiB
GLSL
144 lines
4.6 KiB
GLSL
#
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# Copyright (C) Pixar. All rights reserved.
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#
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# This license governs use of the accompanying software. If you
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# use the software, you accept this license. If you do not accept
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# the license, do not use the software.
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#
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# 1. Definitions
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# The terms "reproduce," "reproduction," "derivative works," and
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# "distribution" have the same meaning here as under U.S.
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# copyright law. A "contribution" is the original software, or
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# any additions or changes to the software.
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# A "contributor" is any person or entity that distributes its
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# contribution under this license.
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# "Licensed patents" are a contributor's patent claims that read
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# directly on its contribution.
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#
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# 2. Grant of Rights
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# (A) Copyright Grant- Subject to the terms of this license,
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# including the license conditions and limitations in section 3,
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# each contributor grants you a non-exclusive, worldwide,
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# royalty-free copyright license to reproduce its contribution,
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# prepare derivative works of its contribution, and distribute
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# its contribution or any derivative works that you create.
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# (B) Patent Grant- Subject to the terms of this license,
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# including the license conditions and limitations in section 3,
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# each contributor grants you a non-exclusive, worldwide,
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# royalty-free license under its licensed patents to make, have
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# made, use, sell, offer for sale, import, and/or otherwise
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# dispose of its contribution in the software or derivative works
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# of the contribution in the software.
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#
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# 3. Conditions and Limitations
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# (A) No Trademark License- This license does not grant you
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# rights to use any contributor's name, logo, or trademarks.
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# (B) If you bring a patent claim against any contributor over
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# patents that you claim are infringed by the software, your
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# patent license from such contributor to the software ends
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# automatically.
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# (C) If you distribute any portion of the software, you must
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# retain all copyright, patent, trademark, and attribution
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# notices that are present in the software.
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# (D) If you distribute any portion of the software in source
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# code form, you may do so only under this license by including a
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# complete copy of this license with your distribution. If you
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# distribute any portion of the software in compiled or object
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# code form, you may only do so under a license that complies
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# with this license.
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# (E) The software is licensed "as-is." You bear the risk of
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# using it. The contributors give no express warranties,
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# guarantees or conditions. You may have additional consumer
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# rights under your local laws which this license cannot change.
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# To the extent permitted under your local laws, the contributors
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# exclude the implied warranties of merchantability, fitness for
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# a particular purpose and non-infringement.
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#
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-- xforms
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uniform mat4 Projection;
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uniform mat4 Modelview;
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uniform mat3 NormalMatrix;
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-- vert
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in vec4 Position;
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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 = Position;
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vNormal = Normal;
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gl_Position = Projection * Modelview * Position;
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}
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-- geom
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in vec4 vPosition[4];
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in vec3 vNormal[4];
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out vec3 gNormal;
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const bool facets = true;
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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void emit(int index)
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{
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if (!facets) {
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gNormal = NormalMatrix * vNormal[index];
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}
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gl_Position = Projection * Modelview * vPosition[index];
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gl_Position.z = 1 - gl_Position.z;
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EmitVertex();
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}
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void main()
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{
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if (facets) {
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vec3 A = vPosition[0].xyz;
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vec3 B = vPosition[1].xyz;
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vec3 C = vPosition[2].xyz;
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gNormal = NormalMatrix * normalize(cross(B - A, C - A));
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}
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emit(0);
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emit(1);
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emit(3);
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emit(2);
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EndPrimitive();
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}
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-- frag
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in vec3 gNormal;
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out vec4 FragColor;
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uniform vec4 LightPosition = vec4(0.75, -0.25, 1, 1);
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uniform vec3 AmbientMaterial = vec3(0.2, 0.1, 0.1);
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uniform vec4 DiffuseMaterial = vec4(1.0, 209.0/255.0, 54.0/255.0, 1.0);
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uniform vec3 SpecularMaterial = vec3(0.4, 0.4, 0.3);
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uniform float Shininess = 200.0;
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uniform float Fresnel = 0.1;
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void main()
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{
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vec3 N = normalize(gNormal);
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vec3 L = normalize((LightPosition).xyz);
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vec3 Eye = vec3(0, 0, 1);
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vec3 H = normalize(L + Eye);
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float df = max(0.0, dot(N, L));
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float sf = pow(max(0.0, dot(N, H)), Shininess);
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float rfTheta = Fresnel + (1-Fresnel) * pow(1-dot(N,Eye), 5);
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vec3 color = AmbientMaterial +
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df * DiffuseMaterial.rgb +
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sf * SpecularMaterial +
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rfTheta;
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FragColor = vec4(color, DiffuseMaterial.a);
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}
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