Add Chromium-only Blender WebEngine parity work
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blender-5.2.0/extern/opensubdiv-source/examples/glFVarViewer/shader.glsl
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381
blender-5.2.0/extern/opensubdiv-source/examples/glFVarViewer/shader.glsl
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//
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// Copyright 2013 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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#undef OSD_USER_VARYING_DECLARE
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#define OSD_USER_VARYING_DECLARE \
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vec3 color;
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#undef OSD_USER_VARYING_ATTRIBUTE_DECLARE
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#define OSD_USER_VARYING_ATTRIBUTE_DECLARE \
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layout(location = 1) in vec3 color;
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#undef OSD_USER_VARYING_PER_VERTEX
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#define OSD_USER_VARYING_PER_VERTEX() \
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outpt.color = color
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#undef OSD_USER_VARYING_PER_CONTROL_POINT
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#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN) \
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outpt[ID_OUT].color = inpt[ID_IN].color
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#undef OSD_USER_VARYING_PER_EVAL_POINT
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#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d) \
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outpt.color = \
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mix(mix(inpt[a].color, inpt[b].color, UV.x), \
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mix(inpt[c].color, inpt[d].color, UV.x), UV.y)
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//--------------------------------------------------------------
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// Uniform Blocks
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//--------------------------------------------------------------
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layout(std140) uniform Transform {
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mat4 ModelViewMatrix;
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mat4 ProjectionMatrix;
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mat4 ModelViewProjectionMatrix;
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mat4 ModelViewInverseMatrix;
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mat4 UvViewMatrix;
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};
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layout(std140) uniform Tessellation {
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float TessLevel;
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};
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uniform int GregoryQuadOffsetBase;
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uniform int PrimitiveIdBase;
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//--------------------------------------------------------------
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// Osd external functions
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//--------------------------------------------------------------
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mat4 OsdModelViewMatrix()
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{
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return ModelViewMatrix;
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}
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mat4 OsdProjectionMatrix()
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{
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return ProjectionMatrix;
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}
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mat4 OsdModelViewProjectionMatrix()
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{
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return ModelViewProjectionMatrix;
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}
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float OsdTessLevel()
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{
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return TessLevel;
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}
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int OsdGregoryQuadOffsetBase()
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{
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return GregoryQuadOffsetBase;
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}
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int OsdPrimitiveIdBase()
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{
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return PrimitiveIdBase;
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}
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int OsdBaseVertex()
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{
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return 0;
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}
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//--------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------
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#ifdef VERTEX_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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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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outpt.v.position = ModelViewMatrix * position;
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// We don't actually want to write all these, but some
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// compilers complain during about failing to fully write
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// outpt.v if they are excluded.
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outpt.v.normal = vec3(0);
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outpt.v.tangent = vec3(0);
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outpt.v.bitangent = vec3(0);
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outpt.v.patchCoord = vec4(0);
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outpt.v.tessCoord = vec2(0);
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#if defined OSD_COMPUTE_NORMAL_DERIVATIVES
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outpt.v.Nu = vec3(0);
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outpt.v.Nv = vec3(0);
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#endif
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// --
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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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// Geometry Shader
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//--------------------------------------------------------------
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#ifdef GEOMETRY_SHADER
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#ifdef PRIM_QUAD
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layout(lines_adjacency) in;
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#define EDGE_VERTS 4
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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layout(triangles) in;
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#define EDGE_VERTS 3
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#endif // PRIM_TRI
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layout(triangle_strip, max_vertices = EDGE_VERTS) out;
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in block {
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OutputVertex v;
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OSD_USER_VARYING_DECLARE
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} inpt[EDGE_VERTS];
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out block {
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OutputVertex v;
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noperspective out vec4 edgeDistance;
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OSD_USER_VARYING_DECLARE
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} outpt;
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uniform isamplerBuffer OsdFVarParamBuffer;
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layout(std140) uniform OsdFVarArrayData {
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OsdPatchArray fvarPatchArray[2];
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};
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vec2
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interpolateFaceVarying(vec2 uv, int fvarOffset)
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{
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int patchIndex = OsdGetPatchIndex(gl_PrimitiveID);
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OsdPatchArray array = fvarPatchArray[0];
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ivec3 fvarPatchParam = texelFetch(OsdFVarParamBuffer, patchIndex).xyz;
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OsdPatchParam param = OsdPatchParamInit(fvarPatchParam.x,
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fvarPatchParam.y,
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fvarPatchParam.z);
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int patchType = OsdPatchParamIsRegular(param) ? array.regDesc : array.desc;
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float wP[20], wDu[20], wDv[20], wDuu[20], wDuv[20], wDvv[20];
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int numPoints = OsdEvaluatePatchBasisNormalized(patchType, param,
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uv.s, uv.t, wP, wDu, wDv, wDuu, wDuv, wDvv);
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int primOffset = patchIndex * array.stride;
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vec2 result = vec2(0);
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for (int i=0; i<numPoints; ++i) {
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int index = (primOffset+i)*OSD_FVAR_WIDTH + fvarOffset;
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vec2 cv = vec2(texelFetch(OsdFVarDataBuffer, index).s,
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texelFetch(OsdFVarDataBuffer, index + 1).s);
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result += wP[i] * cv;
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}
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return result;
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}
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void emit(int index, vec3 normal)
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{
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outpt.v.position = inpt[index].v.position;
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#ifdef SMOOTH_NORMALS
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outpt.v.normal = inpt[index].v.normal;
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#else
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outpt.v.normal = normal;
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#endif
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#ifdef SHADING_FACEVARYING_UNIFORM_SUBDIVISION
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// interpolate fvar data at refined tri or quad vertex locations
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#ifdef PRIM_TRI
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vec2 trist[3] = vec2[](vec2(0,0), vec2(1,0), vec2(0,1));
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vec2 st = trist[index];
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#endif
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#ifdef PRIM_QUAD
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vec2 quadst[4] = vec2[](vec2(0,0), vec2(1,0), vec2(1,1), vec2(0,1));
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vec2 st = quadst[index];
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#endif
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#else
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// interpolate fvar data at tessellated vertex locations
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vec2 st = inpt[index].v.tessCoord;
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#endif
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vec2 uv = interpolateFaceVarying(st, /*fvarOffset*/0);
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outpt.color = vec3(uv.s, uv.t, 0);
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#ifdef GEOMETRY_UV_VIEW
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uv = 2 * uv - vec2(1);
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gl_Position = UvViewMatrix * vec4(uv.s, uv.y, 0, 1);
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#else
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gl_Position = ProjectionMatrix * inpt[index].v.position;
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#endif
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EmitVertex();
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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const float VIEWPORT_SCALE = 512.0;
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float edgeDistance(vec4 p, vec4 p0, vec4 p1)
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{
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return VIEWPORT_SCALE *
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abs((p.x - p0.x) * (p1.y - p0.y) -
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(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
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}
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void emit(int index, vec3 normal, vec4 edgeVerts[EDGE_VERTS])
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{
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outpt.edgeDistance[0] =
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edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
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outpt.edgeDistance[1] =
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edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
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#ifdef PRIM_TRI
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outpt.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
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#endif
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#ifdef PRIM_QUAD
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outpt.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
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outpt.edgeDistance[3] =
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edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
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#endif
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emit(index, normal);
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}
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#endif
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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#ifdef PRIM_QUAD
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vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
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vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
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vec3 C = (inpt[2].v.position - inpt[1].v.position).xyz;
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vec3 n0 = normalize(cross(B, A));
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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vec4 edgeVerts[EDGE_VERTS];
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edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
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edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
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edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
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edgeVerts[3] = ProjectionMatrix * inpt[3].v.position;
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edgeVerts[0].xy /= edgeVerts[0].w;
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edgeVerts[1].xy /= edgeVerts[1].w;
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edgeVerts[2].xy /= edgeVerts[2].w;
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edgeVerts[3].xy /= edgeVerts[3].w;
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emit(0, n0, edgeVerts);
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emit(1, n0, edgeVerts);
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emit(3, n0, edgeVerts);
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emit(2, n0, edgeVerts);
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#else
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emit(0, n0);
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emit(1, n0);
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emit(3, n0);
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emit(2, n0);
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#endif
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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vec3 A = (inpt[1].v.position - inpt[0].v.position).xyz;
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vec3 B = (inpt[2].v.position - inpt[0].v.position).xyz;
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vec3 n0 = normalize(cross(B, A));
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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vec4 edgeVerts[EDGE_VERTS];
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edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
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edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
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edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
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edgeVerts[0].xy /= edgeVerts[0].w;
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edgeVerts[1].xy /= edgeVerts[1].w;
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edgeVerts[2].xy /= edgeVerts[2].w;
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emit(0, n0, edgeVerts);
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emit(1, n0, edgeVerts);
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emit(2, n0, edgeVerts);
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#else
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emit(0, n0);
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emit(1, n0);
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emit(2, n0);
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#endif
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#endif // PRIM_TRI
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EndPrimitive();
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}
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#endif
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//--------------------------------------------------------------
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// Fragment Shader
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//--------------------------------------------------------------
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#ifdef FRAGMENT_SHADER
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in block {
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OutputVertex v;
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noperspective in vec4 edgeDistance;
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OSD_USER_VARYING_DECLARE
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} inpt;
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out vec4 outColor;
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vec4
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edgeColor(vec4 Cfill)
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{
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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float d =
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min(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.edgeDistance[2]));
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#endif
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#ifdef PRIM_QUAD
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float d =
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min(min(inpt.edgeDistance[0], inpt.edgeDistance[1]),
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min(inpt.edgeDistance[2], inpt.edgeDistance[3]));
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#endif
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vec4 Cedge = vec4(1.0, 1.0, 0.0, 1.0);
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float p = exp2(-2 * d * d);
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#if defined(GEOMETRY_OUT_WIRE)
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if (p < 0.25) discard;
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#endif
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Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
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#endif
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return Cfill;
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}
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#if defined(PRIM_QUAD) || defined(PRIM_TRI)
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void
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main()
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{
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#ifdef GEOMETRY_UV_VIEW
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outColor = edgeColor(vec4(0.9));
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return;
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#else
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vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
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// generating a checkerboard pattern
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int checker = int(floor(20*inpt.color.r)+floor(20*inpt.color.g))&1;
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vec4 color = vec4(inpt.color.rg*checker, 1-checker, 1);
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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color = edgeColor(color);
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#endif
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outColor = color;
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#endif
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}
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#endif
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#endif
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