mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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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.
357 lines
9.9 KiB
GLSL
357 lines
9.9 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 "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache 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, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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//----------------------------------------------------------
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// Patches.TessVertexBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_VERTEX_BSPLINE_SHADER
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layout(location = 0) in vec4 position;
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OSD_USER_VARYING_ATTRIBUTE_DECLARE
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out block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} outpt;
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void main()
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{
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outpt.v.position = ModelViewMatrix * position;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
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OSD_USER_VARYING_PER_VERTEX();
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessControlBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER
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// Regular
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uniform mat4 Q = mat4(
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1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
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0.f, 4.f/6.f, 2.f/6.f, 0.f,
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0.f, 2.f/6.f, 4.f/6.f, 0.f,
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0.f, 1.f/6.f, 4.f/6.f, 1.f/6.f
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);
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// Boundary / Corner
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uniform mat4x3 B = mat4x3(
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1.f, 0.f, 0.f,
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4.f/6.f, 2.f/6.f, 0.f,
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2.f/6.f, 4.f/6.f, 0.f,
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1.f/6.f, 4.f/6.f, 1.f/6.f
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);
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layout(vertices = 16) out;
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in block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} outpt[];
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#define ID gl_InvocationID
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void main()
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{
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int i = ID%4;
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int j = ID/4;
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#if defined OSD_PATCH_BOUNDARY
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vec3 H[3];
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for (int l=0; l<3; ++l) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<4; ++k) {
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H[l] += Q[i][k] * inpt[l*4 + k].v.position.xyz;
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}
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}
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<3; ++k) {
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pos += B[j][k]*H[k];
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}
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#elif defined OSD_PATCH_CORNER
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vec3 H[3];
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for (int l=0; l<3; ++l) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<3; ++k) {
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H[l] += B[3-i][2-k] * inpt[l*3 + k].v.position.xyz;
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}
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}
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<3; ++k) {
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pos += B[j][k]*H[k];
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}
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#else // not OSD_PATCH_BOUNDARY, not OSD_PATCH_CORNER
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vec3 H[4];
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for (int l=0; l<4; ++l) {
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H[l] = vec3(0,0,0);
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for (int k=0; k<4; ++k) {
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H[l] += Q[i][k] * inpt[l*4 + k].v.position.xyz;
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}
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}
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vec3 pos = vec3(0,0,0);
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for (int k=0; k<4; ++k) {
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pos += Q[j][k]*H[k];
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}
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#endif
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outpt[ID].v.position = vec4(pos, 1.0);
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#if defined OSD_PATCH_BOUNDARY
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const int p[16] = int[]( 0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 );
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#elif defined OSD_PATCH_CORNER
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const int p[16] = int[]( 0, 1, 2, 2, 0, 1, 2, 2, 3, 4, 5, 5, 6, 7, 8, 8 );
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#else
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const int p[16] = int[]( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
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#endif
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#if OSD_TRANSITION_ROTATE == 0
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const int r[16] = int[]( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
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#elif OSD_TRANSITION_ROTATE == 1
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const int r[16] = int[]( 12, 8, 4, 0, 13, 9, 5, 1, 14, 10, 6, 2, 15, 11, 7, 3 );
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#elif OSD_TRANSITION_ROTATE == 2
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const int r[16] = int[]( 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 );
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#elif OSD_TRANSITION_ROTATE == 3
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const int r[16] = int[]( 3, 7, 11, 15, 2, 6, 10, 14, 1, 5, 9, 13, 0, 4, 8, 12 );
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#endif
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OSD_USER_VARYING_PER_CONTROL_POINT(ID, p[r[ID]]);
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int patchLevel = GetPatchLevel();
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// +0.5 to avoid interpolation error of integer value
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outpt[ID].v.patchCoord = vec4(0, 0,
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patchLevel+0.5,
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gl_PrimitiveID+OsdPrimitiveIdBase+0.5);
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OSD_COMPUTE_PTEX_COORD_TESSCONTROL_SHADER;
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if (ID == 0) {
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OSD_PATCH_CULL(OSD_PATCH_INPUT_SIZE);
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#ifdef OSD_PATCH_TRANSITION
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vec3 cp[OSD_PATCH_INPUT_SIZE];
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for(int k = 0; k < OSD_PATCH_INPUT_SIZE; ++k) cp[k] = inpt[k].v.position.xyz;
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SetTransitionTessLevels(cp, patchLevel);
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#else
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#if defined OSD_PATCH_BOUNDARY
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const int p[4] = int[]( 1, 2, 5, 6 );
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#elif defined OSD_PATCH_CORNER
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const int p[4] = int[]( 1, 2, 4, 5 );
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#else
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const int p[4] = int[]( 5, 6, 9, 10 );
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#endif
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#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
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gl_TessLevelOuter[0] = TessAdaptive(inpt[p[0]].v.position.xyz, inpt[p[2]].v.position.xyz);
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gl_TessLevelOuter[1] = TessAdaptive(inpt[p[0]].v.position.xyz, inpt[p[1]].v.position.xyz);
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gl_TessLevelOuter[2] = TessAdaptive(inpt[p[1]].v.position.xyz, inpt[p[3]].v.position.xyz);
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gl_TessLevelOuter[3] = TessAdaptive(inpt[p[2]].v.position.xyz, inpt[p[3]].v.position.xyz);
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gl_TessLevelInner[0] = max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
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gl_TessLevelInner[1] = max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
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#else
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gl_TessLevelInner[0] = GetTessLevel(patchLevel);
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gl_TessLevelInner[1] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[0] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[1] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[2] = GetTessLevel(patchLevel);
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gl_TessLevelOuter[3] = GetTessLevel(patchLevel);
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#endif
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#endif
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}
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessEvalBSpline
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//----------------------------------------------------------
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#ifdef OSD_PATCH_TESS_EVAL_BSPLINE_SHADER
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#ifdef OSD_TRANSITION_TRIANGLE_SUBPATCH
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layout(triangles) in;
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#else
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layout(quads) in;
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#endif
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#if defined OSD_FRACTIONAL_ODD_SPACING
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layout(fractional_odd_spacing) in;
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#elif defined OSD_FRACTIONAL_EVEN_SPACING
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layout(fractional_even_spacing) in;
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#endif
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in block {
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ControlVertex v;
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OSD_USER_VARYING_DECLARE
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} inpt[];
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out block {
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OutputVertex v;
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OSD_USER_VARYING_DECLARE
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} outpt;
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void main()
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{
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#ifdef OSD_PATCH_TRANSITION
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vec2 UV = GetTransitionSubpatchUV();
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#else
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vec2 UV = gl_TessCoord.xy;
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#endif
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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float B[4], D[4], C[4];
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vec3 BUCP[4], DUCP[4], CUCP[4];
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Univar4x4(UV.x, B, D, C);
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#else
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float B[4], D[4];
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vec3 BUCP[4], DUCP[4];
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Univar4x4(UV.x, B, D);
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#endif
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for (int i=0; i<4; ++i) {
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BUCP[i] = vec3(0);
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DUCP[i] = vec3(0);
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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CUCP[i] = vec3(0);
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#endif
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for (int j=0; j<4; ++j) {
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#if OSD_TRANSITION_ROTATE == 1
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vec3 A = inpt[4*(3-j) + i].v.position.xyz;
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#elif OSD_TRANSITION_ROTATE == 2
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vec3 A = inpt[4*(3-i) + (3-j)].v.position.xyz;
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#elif OSD_TRANSITION_ROTATE == 3
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vec3 A = inpt[4*j + (3-i)].v.position.xyz;
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#else // OSD_TRANSITION_ROTATE == 0, or non-transition patch
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vec3 A = inpt[4*i + j].v.position.xyz;
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#endif
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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CUCP[i] += A * C[j];
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#endif
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}
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}
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vec3 WorldPos = vec3(0);
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vec3 Tangent = vec3(0);
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vec3 BiTangent = vec3(0);
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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// used for weingarten term
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Univar4x4(UV.y, B, D, C);
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vec3 dUU = vec3(0);
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vec3 dVV = vec3(0);
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vec3 dUV = vec3(0);
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for (int k=0; k<4; ++k) {
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WorldPos += B[k] * BUCP[k];
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Tangent += B[k] * DUCP[k];
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BiTangent += D[k] * BUCP[k];
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dUU += B[k] * CUCP[k];
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dVV += C[k] * BUCP[k];
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dUV += D[k] * DUCP[k];
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}
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int level = int(inpt[0].v.ptexInfo.z);
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Tangent *= 3 * level;
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BiTangent *= 3 * level;
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dUU *= 6 * level;
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dVV *= 6 * level;
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dUV *= 9 * level;
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vec3 n = cross(Tangent, BiTangent);
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vec3 normal = normalize(n);
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float E = dot(Tangent, Tangent);
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float F = dot(Tangent, BiTangent);
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float G = dot(BiTangent, BiTangent);
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float e = dot(normal, dUU);
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float f = dot(normal, dUV);
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float g = dot(normal, dVV);
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vec3 Nu = (f*F-e*G)/(E*G-F*F) * Tangent + (e*F-f*E)/(E*G-F*F) * BiTangent;
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vec3 Nv = (g*F-f*G)/(E*G-F*F) * Tangent + (f*F-g*E)/(E*G-F*F) * BiTangent;
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Nu = Nu/length(n) - n * (dot(Nu,n)/pow(dot(n,n), 1.5));
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Nv = Nv/length(n) - n * (dot(Nv,n)/pow(dot(n,n), 1.5));
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OSD_COMPUTE_PTEX_COMPATIBLE_DERIVATIVES(OSD_TRANSITION_ROTATE);
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#else
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Univar4x4(UV.y, B, D);
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for (int k=0; k<4; ++k) {
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WorldPos += B[k] * BUCP[k];
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Tangent += B[k] * DUCP[k];
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BiTangent += D[k] * BUCP[k];
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}
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int level = int(inpt[0].v.ptexInfo.z);
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Tangent *= 3 * level;
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BiTangent *= 3 * level;
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vec3 normal = normalize(cross(Tangent, BiTangent));
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OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(OSD_TRANSITION_ROTATE);
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#endif
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outpt.v.position = vec4(WorldPos, 1.0f);
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outpt.v.normal = normal;
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OSD_USER_VARYING_PER_EVAL_POINT(UV, 5, 6, 9, 10);
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outpt.v.patchCoord = inpt[0].v.patchCoord;
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#if OSD_TRANSITION_ROTATE == 1
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outpt.v.patchCoord.xy = vec2(UV.y, 1.0-UV.x);
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#elif OSD_TRANSITION_ROTATE == 2
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outpt.v.patchCoord.xy = vec2(1.0-UV.x, 1.0-UV.y);
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#elif OSD_TRANSITION_ROTATE == 3
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outpt.v.patchCoord.xy = vec2(1.0-UV.y, UV.x);
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#else // OSD_TRANNSITION_ROTATE == 0, or non-transition patch
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outpt.v.patchCoord.xy = vec2(UV.x, UV.y);
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#endif
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OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
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OSD_DISPLACEMENT_CALLBACK;
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gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
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}
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#endif
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