mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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e1930e58cd
Changed #if --> #ifdef for OSD_ENABLE_SCREENSPACE_TESSELLATION
802 lines
25 KiB
GLSL
802 lines
25 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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//----------------------------------------------------------
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// Patches.Coefficients
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//----------------------------------------------------------
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#if defined(CASE00) || defined(CASE01) || defined(CASE02) || defined(CASE10) || defined(CASE11) || defined(CASE12) || defined(CASE13) || defined(CASE21) || defined(CASE22) || defined(CASE23)
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#define TRIANGLE
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#else
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#undef TRIANGLE
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#endif
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//----------------------------------------------------------
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// Patches.TessVertex
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//----------------------------------------------------------
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#ifdef PATCH_VERTEX_SHADER
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layout (location=0) in vec4 position;
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out block {
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ControlVertex v;
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} output;
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void main() {
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output.v.position = ModelViewMatrix * position;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(position);
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#if OSD_NUM_VARYINGS > 0
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for (int i = 0; i < OSD_NUM_VARYINGS; ++i)
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output.v.varyings[i] = varyings[i];
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#endif
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}
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#endif
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//----------------------------------------------------------
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// Patches.TessControlTransition
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//----------------------------------------------------------
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#ifdef PATCH_TESS_CONTROL_TRANSITION_SHADER
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layout(vertices = 16) out;
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in block {
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ControlVertex v;
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} input[];
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out block {
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ControlVertex v;
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} output[];
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#define ID gl_InvocationID
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void main()
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{
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#if defined BOUNDARY
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int i = ID/4;
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int j = ID%4;
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#if defined(CASE20) || defined(CASE21) || defined(CASE22) || defined(CASE23)
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#else
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i = 3 - i;
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#endif
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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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float c = Q[i][k];
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H[l] += c*input[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 CORNER
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int i = ID/4;
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int j = ID%4;
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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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float c = B[i][2-k];
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H[l] += c*input[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 BOUNDARY, not CORNER
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int i = ID/4;
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int j = ID%4;
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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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float c = Q[i][k];
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H[l] += c*input[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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output[ID].v.position = vec4(pos, 1.0);
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int patchLevel = GetPatchLevel();
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output[ID].v.patchCoord = vec4(0, 0,
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patchLevel+0.5,
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gl_PrimitiveID+LevelBase+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(16);
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#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
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// These tables map the 9, 12, or 16 input control points onto the
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// canonical 16 control points for a regular patch.
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#if defined 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 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 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 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 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 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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// Expand and rotate control points using remapping tables above
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vec3 pv0 = input[p[r[0]]].v.position.xyz;
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vec3 pv1 = input[p[r[1]]].v.position.xyz;
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vec3 pv2 = input[p[r[2]]].v.position.xyz;
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vec3 pv3 = input[p[r[3]]].v.position.xyz;
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vec3 pv4 = input[p[r[4]]].v.position.xyz;
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vec3 pv5 = input[p[r[5]]].v.position.xyz;
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vec3 pv6 = input[p[r[6]]].v.position.xyz;
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vec3 pv7 = input[p[r[7]]].v.position.xyz;
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vec3 pv8 = input[p[r[8]]].v.position.xyz;
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vec3 pv9 = input[p[r[9]]].v.position.xyz;
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vec3 pv10 = input[p[r[10]]].v.position.xyz;
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vec3 pv11 = input[p[r[11]]].v.position.xyz;
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vec3 pv12 = input[p[r[12]]].v.position.xyz;
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vec3 pv13 = input[p[r[13]]].v.position.xyz;
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vec3 pv14 = input[p[r[14]]].v.position.xyz;
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vec3 pv15 = input[p[r[15]]].v.position.xyz;
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// Each edge of a transition patch is adjacent to one or two
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// patches at the next refined level of subdivision.
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// Compute the corresponding vertex-vertex and edge-vertex refined
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// points along the edges of the patch using Catmull-Clark subdivision
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// stencil weights.
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// For simplicity, we let the optimizer discard unused computation.
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vec3 vv0 = (pv0 + pv2 + pv8 + pv10) * 0.015625 +
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(pv1 + pv4 + pv6 + pv9) * 0.09375 + pv5 * 0.5625;
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vec3 ev01 = (pv1 + pv2 + pv9 + pv10) * 0.0625 + (pv5 + pv6) * 0.375;
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vec3 vv1 = (pv1 + pv3 + pv9 + pv11) * 0.015625 +
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(pv2 + pv5 + pv7 + pv10) * 0.09375 + pv6 * 0.5625;
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vec3 ev12 = (pv5 + pv7 + pv9 + pv11) * 0.0625 + (pv6 + pv10) * 0.375;
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vec3 vv2 = (pv5 + pv7 + pv13 + pv15) * 0.015625 +
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(pv6 + pv9 + pv11 + pv14) * 0.09375 + pv10 * 0.5625;
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vec3 ev23 = (pv5 + pv6 + pv13 + pv14) * 0.0625 + (pv9 + pv10) * 0.375;
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vec3 vv3 = (pv4 + pv6 + pv12 + pv14) * 0.015625 +
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(pv5 + pv8 + pv10 + pv13) * 0.09375 + pv9 * 0.5625;
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vec3 ev30 = (pv4 + pv6 + pv8 + pv10) * 0.0625 + (pv5 + pv9) * 0.375;
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// The vertices along boundaries and at corners are refined specially.
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#if defined BOUNDARY
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#if ROTATE == 0
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vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
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vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
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#elif ROTATE == 1
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vv1 = (pv2 + pv10) * 0.125 + pv6 * 0.75;
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vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
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#elif ROTATE == 2
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vv2 = (pv9 + pv11) * 0.125 + pv10 * 0.75;
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vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
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#elif ROTATE == 3
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vv3 = (pv5 + pv13) * 0.125 + pv9 * 0.75;
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vv0 = (pv1 + pv9) * 0.125 + pv5 * 0.75;
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#endif
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#elif defined CORNER
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#if ROTATE == 0
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vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
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vv1 = pv6;
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vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
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#elif ROTATE == 1
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vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
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vv2 = pv10;
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vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
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#elif ROTATE == 2
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vv2 = (pv6 + pv14) * 0.125 + pv10 * 0.75;
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vv3 = pv9;
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vv0 = (pv4 + pv6) * 0.125 + pv5 * 0.75;
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#elif ROTATE == 3
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vv3 = (pv8 + pv10) * 0.125 + pv9 * 0.75;
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vv0 = pv5;
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vv1 = (pv5 + pv7) * 0.125 + pv6 * 0.75;
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#endif
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#endif
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#ifdef CASE00
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gl_TessLevelOuter[0] = TessAdaptive(ev01, pv9, patchLevel) * 0.5;
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gl_TessLevelOuter[1] = TessAdaptive(ev01, pv10, patchLevel) * 0.5;
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gl_TessLevelOuter[2] = TessAdaptive(pv9, pv10, patchLevel);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.5;
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#endif
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#ifdef CASE01
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gl_TessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
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gl_TessLevelOuter[1] = TessAdaptive(pv6, pv10, patchLevel);
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gl_TessLevelOuter[2] = TessAdaptive(ev01, pv10, patchLevel) * 0.5;
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
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#endif
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#ifdef CASE02
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gl_TessLevelOuter[0] = TessAdaptive(ev01, vv0, patchLevel+1);
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gl_TessLevelOuter[1] = TessAdaptive(ev01, pv9, patchLevel) * 0.5;
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gl_TessLevelOuter[2] = TessAdaptive(pv5, pv9, patchLevel);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
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#endif
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#ifdef CASE10
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gl_TessLevelOuter[0] = TessAdaptive(pv6, pv10, patchLevel);
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gl_TessLevelOuter[1] = TessAdaptive(ev01, pv10, patchLevel);
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gl_TessLevelOuter[2] = TessAdaptive(ev01, vv1, patchLevel+1);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1]) * 0.25;
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#endif
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#ifdef CASE11
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gl_TessLevelOuter[0] = TessAdaptive(pv9, pv10, patchLevel);
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gl_TessLevelOuter[1] = TessAdaptive(ev30, vv3, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev30, pv10, patchLevel);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[2]) * 0.25;
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#endif
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#ifdef CASE12
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gl_TessLevelOuter[0] = TessAdaptive(ev30, vv0, patchLevel+1);
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gl_TessLevelOuter[1] = TessAdaptive(ev01, vv0, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev01, ev30, patchLevel);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
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#endif
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#ifdef CASE13
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gl_TessLevelOuter[0] = TessAdaptive(ev01, pv10, patchLevel);
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gl_TessLevelOuter[1] = TessAdaptive(ev30, pv10, patchLevel);
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gl_TessLevelOuter[2] = TessAdaptive(ev01, ev30, patchLevel);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.25;
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#endif
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#ifdef CASE20
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gl_TessLevelOuter[0] = TessAdaptive(ev12, ev30, patchLevel);
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gl_TessLevelOuter[1] = TessAdaptive(ev30, vv0, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(pv5, pv6, patchLevel);
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gl_TessLevelOuter[3] = TessAdaptive(ev12, vv1, patchLevel+1);
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gl_TessLevelInner[0] =
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max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
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gl_TessLevelInner[1] =
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max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
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#endif
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#ifdef CASE21
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gl_TessLevelOuter[0] = TessAdaptive(ev23, ev30, patchLevel) * 0.5;
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gl_TessLevelOuter[1] = TessAdaptive(ev23, vv3, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev30, vv3, patchLevel+1);
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.5;
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#endif
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#ifdef CASE22
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gl_TessLevelOuter[0] = TessAdaptive(ev12, vv2, patchLevel+1);
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gl_TessLevelOuter[1] = TessAdaptive(ev23, vv2, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev12, ev23, patchLevel) * 0.5;
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1]) * 0.5;
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#endif
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#ifdef CASE23
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gl_TessLevelOuter[0] = TessAdaptive(ev12, ev30, patchLevel);
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gl_TessLevelOuter[1] = TessAdaptive(ev12, ev23, patchLevel) * 0.5;
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gl_TessLevelOuter[2] = TessAdaptive(ev23, ev30, patchLevel) * 0.5;
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gl_TessLevelInner[0] =
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(gl_TessLevelOuter[0] + gl_TessLevelOuter[1] + gl_TessLevelOuter[2]) * 0.5;
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#endif
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#ifdef CASE30
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gl_TessLevelOuter[0] = TessAdaptive(ev30, ev12, patchLevel) * 0.5;
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gl_TessLevelOuter[1] = TessAdaptive(ev30, vv0, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev01, vv0, patchLevel+1);
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gl_TessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
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gl_TessLevelInner[0] =
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max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
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gl_TessLevelInner[1] =
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max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
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#endif
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#ifdef CASE31
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gl_TessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
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gl_TessLevelOuter[1] = TessAdaptive(ev12, vv1, patchLevel+1);
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gl_TessLevelOuter[2] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
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gl_TessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
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gl_TessLevelInner[0] =
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max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
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gl_TessLevelInner[1] =
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max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
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#endif
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#ifdef CASE32
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|
gl_TessLevelOuter[0] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
|
|
gl_TessLevelOuter[1] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
|
|
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv3, patchLevel+1);
|
|
gl_TessLevelOuter[3] = TessAdaptive(ev30, vv3, patchLevel+1);
|
|
gl_TessLevelInner[0] =
|
|
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
|
|
gl_TessLevelInner[1] =
|
|
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
|
|
#endif
|
|
#ifdef CASE33
|
|
gl_TessLevelOuter[0] = TessAdaptive(ev01, ev23, patchLevel) * 0.5;
|
|
gl_TessLevelOuter[1] = TessAdaptive(ev12, vv2, patchLevel+1);
|
|
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv2, patchLevel+1);
|
|
gl_TessLevelOuter[3] = TessAdaptive(ev12, ev30, patchLevel) * 0.5;
|
|
gl_TessLevelInner[0] =
|
|
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
|
|
gl_TessLevelInner[1] =
|
|
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
|
|
#endif
|
|
|
|
|
|
#ifdef CASE40
|
|
gl_TessLevelOuter[0] = TessAdaptive(ev01, vv0, patchLevel+1);
|
|
gl_TessLevelOuter[1] = TessAdaptive(ev01, ev23, patchLevel);
|
|
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv3, patchLevel+1);
|
|
gl_TessLevelOuter[3] = TessAdaptive(pv5, pv9, patchLevel);
|
|
|
|
gl_TessLevelInner[0] =
|
|
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
|
|
gl_TessLevelInner[1] =
|
|
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
|
|
#endif
|
|
#ifdef CASE41
|
|
gl_TessLevelOuter[0] = TessAdaptive(ev01, vv1, patchLevel+1);
|
|
gl_TessLevelOuter[1] = TessAdaptive(pv6, pv10, patchLevel);
|
|
gl_TessLevelOuter[2] = TessAdaptive(ev23, vv2, patchLevel+1);
|
|
gl_TessLevelOuter[3] = TessAdaptive(ev01, ev23, patchLevel);
|
|
|
|
gl_TessLevelInner[0] =
|
|
max(gl_TessLevelOuter[1], gl_TessLevelOuter[3]);
|
|
gl_TessLevelInner[1] =
|
|
max(gl_TessLevelOuter[0], gl_TessLevelOuter[2]);
|
|
#endif
|
|
#else
|
|
float TessAmount = GetTessLevel(patchLevel);
|
|
|
|
#ifdef CASE00
|
|
float side = sqrt(1.25)*TessAmount;
|
|
gl_TessLevelOuter[0] = side;
|
|
gl_TessLevelOuter[1] = side;
|
|
gl_TessLevelOuter[2] = TessAmount;
|
|
|
|
gl_TessLevelInner[0] = TessAmount;
|
|
#endif
|
|
#ifdef CASE01
|
|
float side = sqrt(1.25)*TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = TessAmount;
|
|
gl_TessLevelOuter[2] = side;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE02
|
|
float side = sqrt(1.25)*TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = side;
|
|
gl_TessLevelOuter[2] = TessAmount;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE10
|
|
float side = sqrt(1.25) * TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount;
|
|
gl_TessLevelOuter[1] = side;
|
|
gl_TessLevelOuter[2] = TessAmount/2.0;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2;
|
|
#endif
|
|
#ifdef CASE11
|
|
float side = sqrt(1.25) * TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount;
|
|
gl_TessLevelOuter[1] = TessAmount/2.0;
|
|
gl_TessLevelOuter[2] = side;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2;
|
|
#endif
|
|
#ifdef CASE12
|
|
float side = sqrt(0.125) * TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = TessAmount/2.0;
|
|
gl_TessLevelOuter[2] = side;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2;
|
|
#endif
|
|
#ifdef CASE13
|
|
float side1 = sqrt(1.25) * TessAmount;
|
|
float side2 = sqrt(0.125) * TessAmount;
|
|
gl_TessLevelOuter[0] = side1;
|
|
gl_TessLevelOuter[1] = side1;
|
|
gl_TessLevelOuter[2] = side2;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0*1.414;
|
|
#endif
|
|
|
|
|
|
#ifdef CASE20
|
|
gl_TessLevelOuter[0] = TessAmount;
|
|
gl_TessLevelOuter[1] = TessAmount/2.0;
|
|
gl_TessLevelOuter[2] = TessAmount;
|
|
gl_TessLevelOuter[3] = TessAmount/2.0;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
gl_TessLevelInner[1] = TessAmount;
|
|
#endif
|
|
#ifdef CASE21
|
|
float side = sqrt(0.125) * TessAmount;
|
|
gl_TessLevelOuter[0] = side;
|
|
gl_TessLevelOuter[1] = TessAmount/2.0;
|
|
gl_TessLevelOuter[2] = TessAmount/2.0;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE22
|
|
float side = sqrt(0.125) * TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = TessAmount/2.0;
|
|
gl_TessLevelOuter[2] = side;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE23
|
|
float side = sqrt(0.125) * TessAmount;
|
|
gl_TessLevelOuter[0] = TessAmount;
|
|
gl_TessLevelOuter[1] = side;
|
|
gl_TessLevelOuter[2] = side;
|
|
|
|
gl_TessLevelInner[0] = TessAmount/2.0;
|
|
#endif
|
|
|
|
|
|
#ifdef CASE30
|
|
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
|
|
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
|
|
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE31
|
|
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
|
|
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
|
|
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE32
|
|
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
|
|
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
|
|
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE33
|
|
gl_TessLevelOuter[0] = gl_TessLevelOuter[1] =
|
|
gl_TessLevelOuter[2] = gl_TessLevelOuter[3] = TessAmount/2.0;
|
|
gl_TessLevelInner[0] = gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
|
|
|
|
#ifdef CASE40
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = TessAmount;
|
|
gl_TessLevelOuter[2] = TessAmount/2.0;
|
|
gl_TessLevelOuter[3] = TessAmount;
|
|
|
|
gl_TessLevelInner[0] = TessAmount;
|
|
gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
#ifdef CASE41
|
|
gl_TessLevelOuter[0] = TessAmount/2.0;
|
|
gl_TessLevelOuter[1] = TessAmount;
|
|
gl_TessLevelOuter[2] = TessAmount/2.0;
|
|
gl_TessLevelOuter[3] = TessAmount;
|
|
|
|
gl_TessLevelInner[0] = TessAmount;
|
|
gl_TessLevelInner[1] = TessAmount/2.0;
|
|
#endif
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
//----------------------------------------------------------
|
|
// Patches.TessEvalTransition
|
|
//----------------------------------------------------------
|
|
#ifdef PATCH_TESS_EVAL_TRANSITION_SHADER
|
|
|
|
#ifdef TRIANGLE
|
|
layout(triangles) in;
|
|
#else
|
|
layout(quads) in;
|
|
#endif
|
|
|
|
in block {
|
|
ControlVertex v;
|
|
} input[];
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
} output;
|
|
|
|
void main()
|
|
{
|
|
vec2 UV = vec2(0.0, 0.0);
|
|
#ifdef TRIANGLE
|
|
vec3 uvw = vec3(gl_TessCoord.x, gl_TessCoord.y, gl_TessCoord.z);
|
|
#else
|
|
vec2 uv = vec2(gl_TessCoord.x, gl_TessCoord.y);
|
|
#endif
|
|
|
|
// XXXtakahito: Tess coordinates computed below are results of heuristic hack
|
|
// to get front facing and appropriate patch uv.
|
|
// Revisit here to get more consistent code with patch factory!
|
|
|
|
/* CASE0*
|
|
+-------+
|
|
|1 /\\2 |
|
|
| / \\ |
|
|
|/ 0 \\|
|
|
+-------+
|
|
*/
|
|
|
|
#ifdef CASE00
|
|
UV.x = 1.0-uvw.z;
|
|
UV.y = 1.0-uvw.y-uvw.z/2.0;
|
|
#endif
|
|
#ifdef CASE01
|
|
UV.x = uvw.x;
|
|
UV.y = 1.0 - uvw.y/2;
|
|
#endif
|
|
#ifdef CASE02
|
|
UV.x = uvw.x;
|
|
UV.y = uvw.z/2;
|
|
#endif
|
|
|
|
/* CASE1*
|
|
+------+
|
|
|1 /\\2|
|
|
| /3_\\|
|
|
|/_- 0 |
|
|
+------+
|
|
*/
|
|
|
|
#ifdef CASE10
|
|
UV.x = uvw.z;
|
|
UV.y = 1.0-uvw.x/2.0;
|
|
#endif
|
|
#ifdef CASE11
|
|
UV.x = 1.0-uvw.x/2.0;
|
|
UV.y = uvw.y;
|
|
#endif
|
|
#ifdef CASE12
|
|
UV.x = uvw.y/2.0;
|
|
UV.y = uvw.x/2.0;
|
|
#endif
|
|
#ifdef CASE13
|
|
UV.x = 1.0-uvw.y-uvw.x/2.0;
|
|
UV.y = 1.0-uvw.x-uvw.y/2.0;
|
|
#endif
|
|
|
|
/* CASE2*
|
|
+-------+
|
|
| |\\2|
|
|
| | \\|
|
|
| 0 |3/ |
|
|
| |/ 1|
|
|
+-------+
|
|
*/
|
|
|
|
#ifdef CASE20
|
|
UV.x = 0.5 - uv.x/2.0;
|
|
UV.y = uv.y;
|
|
#endif
|
|
#ifdef CASE21
|
|
UV.x = 1.0 - 0.5 *uvw.y;
|
|
UV.y = 0.5*uvw.z;
|
|
#endif
|
|
#ifdef CASE22
|
|
UV.x = 1.0 - uvw.y/2.0;
|
|
UV.y = 1.0-uvw.x/2.0;
|
|
#endif
|
|
#ifdef CASE23
|
|
UV.x = 1.0-0.5*uvw.y-0.5*uvw.z;
|
|
UV.y = 1-uvw.y-0.5*uvw.x;
|
|
#endif
|
|
|
|
/* CASE3*
|
|
+-----+
|
|
|2 |3 |
|
|
|--+--+
|
|
|0 |1 |
|
|
+-----+
|
|
*/
|
|
|
|
#ifdef CASE30
|
|
UV.x = 0.5 - uv.x/2.0;
|
|
UV.y = uv.y/2.0;
|
|
#endif
|
|
#ifdef CASE31
|
|
UV.x = 0.5 + uv.x/2.0;
|
|
UV.y = 0.5 - uv.y/2.0;
|
|
#endif
|
|
#ifdef CASE32
|
|
UV.x = uv.x/2.0;
|
|
UV.y = 1.0 - uv.y/2.0;
|
|
#endif
|
|
#ifdef CASE33
|
|
UV.x = 0.5 + uv.x/2.0;
|
|
UV.y = 1.0 - uv.y/2.0;
|
|
#endif
|
|
|
|
/* CASE4*
|
|
+-----+
|
|
| 1 |
|
|
+-----+
|
|
| 0 |
|
|
+-----+
|
|
*/
|
|
#ifdef CASE40
|
|
UV.x = uv.x;
|
|
UV.y = 0.5 - uv.y/2.0;
|
|
#endif
|
|
#ifdef CASE41
|
|
UV.x = uv.x;
|
|
UV.y = 1.0 - uv.y/2.0;
|
|
#endif
|
|
|
|
vec3 WorldPos, Tangent, BiTangent;
|
|
vec3 cp[16];
|
|
for(int i = 0; i < 16; ++i) cp[i] = input[i].v.position.xyz;
|
|
EvalBSpline(UV, cp, WorldPos, Tangent, BiTangent);
|
|
|
|
vec3 normal = normalize(cross(BiTangent, Tangent));
|
|
|
|
output.v.position = vec4(WorldPos, 1.0f);
|
|
output.v.normal = normal;
|
|
output.v.tangent = BiTangent;
|
|
|
|
output.v.patchCoord = input[0].v.patchCoord;
|
|
|
|
#if ROTATE == 1
|
|
output.v.patchCoord.xy = vec2(UV.x, 1.0-UV.y);
|
|
#elif ROTATE == 2
|
|
output.v.patchCoord.xy = vec2(1.0-UV.y, 1.0-UV.x);
|
|
#elif ROTATE == 3
|
|
output.v.patchCoord.xy = vec2(1.0-UV.x, UV.y);
|
|
#else
|
|
output.v.patchCoord.xy = vec2(UV.y, UV.x);
|
|
#endif
|
|
|
|
OSD_COMPUTE_PTEX_COORD_TESSEVAL_SHADER;
|
|
|
|
OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE);
|
|
|
|
OSD_DISPLACEMENT_CALLBACK;
|
|
|
|
gl_Position = (ProjectionMatrix * vec4(WorldPos, 1.0f));
|
|
}
|
|
|
|
#endif
|
|
|
|
//----------------------------------------------------------
|
|
// Patches.Vertex
|
|
//----------------------------------------------------------
|
|
#ifdef VERTEX_SHADER
|
|
|
|
layout (location=0) in vec4 position;
|
|
layout (location=1) in vec3 normal;
|
|
layout (location=2) in vec4 color;
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
} output;
|
|
|
|
void main() {
|
|
gl_Position = ModelViewProjectionMatrix * position;
|
|
output.v.color = color;
|
|
}
|
|
|
|
#endif
|
|
|
|
//----------------------------------------------------------
|
|
// Patches.FragmentColor
|
|
//----------------------------------------------------------
|
|
#ifdef FRAGMENT_SHADER
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
} input;
|
|
|
|
void main() {
|
|
gl_FragColor = input.v.color;
|
|
}
|
|
#endif
|