OpenSubdiv/examples/glBatchViewer/shader_gl3.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

311 lines
7.3 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.
//
layout(std140) uniform Transform {
mat4 ModelViewMatrix;
mat4 ProjectionMatrix;
mat4 ModelViewProjectionMatrix;
mat4 ModelViewInverseMatrix;
};
//--------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------
#ifdef VERTEX_SHADER
layout (location=0) in vec4 position;
layout (location=1) in vec3 normal;
out vec4 vPosition;
out vec3 vNormal;
void main()
{
vPosition = ModelViewMatrix * position;
vNormal = (ModelViewMatrix * vec4(normal, 0.0)).xyz;
}
#endif
//--------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------
#ifdef GEOMETRY_SHADER
#ifdef PRIM_QUAD
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 4) out;
#define EDGE_VERTS 4
in vec4 vPosition[4];
in vec3 vNormal[4];
#endif // PRIM_QUAD
#ifdef PRIM_TRI
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
#define EDGE_VERTS 3
in vec4 vPosition[3];
in vec3 vNormal[3];
#endif // PRIM_TRI
#ifdef PRIM_POINT
layout(points) in;
layout(points, max_vertices = 1) out;
in vec4 vPosition[1];
in vec3 vNormal[1];
#endif // PRIM_POINT
out vec4 gPosition;
out vec3 gNormal;
noperspective out vec4 gEdgeDistance;
void emit(int index, vec3 normal)
{
gPosition = vPosition[index];
#ifdef SMOOTH_NORMALS
gNormal = vNormal[index];
#else
gNormal = normal;
#endif
gl_Position = ProjectionMatrix * vPosition[index];
EmitVertex();
}
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
const float VIEWPORT_SCALE = 1024.0; // XXXdyu
float edgeDistance(vec4 p, vec4 p0, vec4 p1)
{
return VIEWPORT_SCALE *
abs((p.x - p0.x) * (p1.y - p0.y) -
(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
}
void emit(int index, vec3 normal, vec4 edgeVerts[EDGE_VERTS])
{
gEdgeDistance[0] =
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
gEdgeDistance[1] =
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
#ifdef PRIM_TRI
gEdgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
#endif
#ifdef PRIM_QUAD
gEdgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
gEdgeDistance[3] =
edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
#endif
emit(index, normal);
}
#endif
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
#ifdef PRIM_POINT
emit(0, vec3(0));
#endif
#ifdef PRIM_QUAD
vec3 A = (vPosition[0] - vPosition[1]).xyz;
vec3 B = (vPosition[3] - vPosition[1]).xyz;
vec3 C = (vPosition[2] - vPosition[1]).xyz;
vec3 n0 = normalize(cross(B, A));
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
vec4 edgeVerts[EDGE_VERTS];
edgeVerts[0] = ProjectionMatrix * vPosition[0];
edgeVerts[1] = ProjectionMatrix * vPosition[1];
edgeVerts[2] = ProjectionMatrix * vPosition[2];
edgeVerts[3] = ProjectionMatrix * vPosition[3];
edgeVerts[0].xy /= edgeVerts[0].w;
edgeVerts[1].xy /= edgeVerts[1].w;
edgeVerts[2].xy /= edgeVerts[2].w;
edgeVerts[3].xy /= edgeVerts[3].w;
emit(0, n0, edgeVerts);
emit(1, n0, edgeVerts);
emit(3, n0, edgeVerts);
emit(2, n0, edgeVerts);
#else
emit(0, n0);
emit(1, n0);
emit(3, n0);
emit(2, n0);
#endif
#endif // PRIM_QUAD
#ifdef PRIM_TRI
vec3 A = (vPosition[1] - vPosition[0]).xyz;
vec3 B = (vPosition[2] - vPosition[0]).xyz;
vec3 n0 = normalize(cross(B, A));
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
vec4 edgeVerts[EDGE_VERTS];
edgeVerts[0] = ProjectionMatrix * vPosition[0];
edgeVerts[1] = ProjectionMatrix * vPosition[1];
edgeVerts[2] = ProjectionMatrix * vPosition[2];
edgeVerts[0].xy /= edgeVerts[0].w;
edgeVerts[1].xy /= edgeVerts[1].w;
edgeVerts[2].xy /= edgeVerts[2].w;
emit(0, n0, edgeVerts);
emit(1, n0, edgeVerts);
emit(2, n0, edgeVerts);
#else
emit(0, n0);
emit(1, n0);
emit(2, n0);
#endif
#endif // PRIM_TRI
EndPrimitive();
}
#endif
//--------------------------------------------------------------
// Fragment Shader
//--------------------------------------------------------------
#ifdef FRAGMENT_SHADER
in vec4 gPosition;
in vec3 gNormal;
noperspective in vec4 gEdgeDistance;
out vec4 outColor;
#define NUM_LIGHTS 2
struct LightSource {
vec4 position;
vec4 ambient;
vec4 diffuse;
vec4 specular;
};
layout(std140) uniform Lighting {
LightSource lightSource[NUM_LIGHTS];
};
uniform vec4 diffuseColor = vec4(1);
uniform vec4 ambientColor = vec4(1);
vec4
lighting(vec3 Peye, vec3 Neye)
{
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)), 500.0f);
color += lightSource[i].ambient * ambientColor
+ d * lightSource[i].diffuse * diffuseColor
+ s * lightSource[i].specular;
}
color.a = 1;
return color;
}
#ifdef PRIM_POINT
uniform vec4 fragColor;
void
main()
{
outColor = fragColor;
}
#endif
vec4
edgeColor(vec4 Cfill, vec4 edgeDistance)
{
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
#ifdef PRIM_TRI
float d =
min(gEdgeDistance[0], min(gEdgeDistance[1], gEdgeDistance[2]));
#endif
#ifdef PRIM_QUAD
float d =
min(min(gEdgeDistance[0], gEdgeDistance[1]),
min(gEdgeDistance[2], gEdgeDistance[3]));
#endif
vec4 Cedge = vec4(1.0, 1.0, 0.0, 1.0);
float p = exp2(-2 * d * d);
#if defined(GEOMETRY_OUT_WIRE)
if (p < 0.25) discard;
#endif
Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
#endif
return Cfill;
}
#if defined(PRIM_QUAD) || defined(PRIM_TRI)
void
main()
{
vec3 N = (gl_FrontFacing ? gNormal : -gNormal);
vec4 Cf = lighting(gPosition.xyz, N);
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
Cf = edgeColor(Cf, gEdgeDistance);
#endif
outColor = Cf;
}
#endif
#endif