Add Chromium-only Blender WebEngine parity work
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200
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/paintShader.glsl
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200
blender-5.2.0/extern/opensubdiv-source/examples/glPaintTest/paintShader.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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vec4 PTexLookup(vec4 patchCoord,
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sampler2DArray data,
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samplerBuffer packings,
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isamplerBuffer pages)
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{
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vec2 uv = patchCoord.xy;
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int faceID = int(patchCoord.w);
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int page = texelFetch(pages, faceID).x;
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vec4 packing = texelFetch(packings, faceID);
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vec3 coords = vec3( packing.x + uv.x * packing.z,
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packing.y + uv.y * packing.w,
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page);
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return texture(data, coords);
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}
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uniform sampler2DArray textureImage_Data;
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uniform samplerBuffer textureImage_Packing;
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uniform isamplerBuffer textureImage_Pages;
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vec4 displacement(vec4 position, vec3 normal, vec4 patchCoord)
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{
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float disp = PTexLookup(patchCoord,
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textureImage_Data,
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textureImage_Packing,
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textureImage_Pages).x;
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return position + 0.01*vec4(disp * normal, 0);
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}
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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 ProjectionWithoutPickMatrix;
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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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//--------------------------------------------------------------
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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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out block {
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OutputVertex v;
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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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}
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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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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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in block {
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OutputVertex v;
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} inpt[3];
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out block {
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OutputVertex v;
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vec4 depthPosition;
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} outpt;
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void emit(int index, vec4 position)
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{
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vec2 uv = vec2(inpt[index].v.patchCoord.xy);
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outpt.v.position = ProjectionMatrix * position;
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outpt.depthPosition = ProjectionWithoutPickMatrix * position;
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outpt.v.patchCoord = inpt[index].v.patchCoord;
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gl_Position = vec4(uv*2-vec2(1.0), 0, 1);
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EmitVertex();
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}
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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vec4 patchCoord[3];
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vec4 position[3];
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// patch coords are computed in tessellation shader
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patchCoord[0] = inpt[0].v.patchCoord;
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patchCoord[1] = inpt[1].v.patchCoord;
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patchCoord[2] = inpt[2].v.patchCoord;
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#ifdef USE_PTEX_DISPLACEMENT
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position[0] = displacement(inpt[0].v.position, inpt[0].v.normal, patchCoord[0]);
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position[1] = displacement(inpt[1].v.position, inpt[1].v.normal, patchCoord[1]);
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position[2] = displacement(inpt[2].v.position, inpt[2].v.normal, patchCoord[2]);
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#else
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position[0] = inpt[0].v.position;
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position[1] = inpt[1].v.position;
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position[2] = inpt[2].v.position;
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#endif
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emit(0, position[0]);
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emit(1, position[1]);
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emit(2, position[2]);
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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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vec4 depthPosition;
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} inpt;
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layout(size1x32) uniform image2DArray outTextureImage;
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uniform sampler2D paintTexture;
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uniform sampler2D depthTexture;
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uniform int imageSize = 256;
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void
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main()
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{
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vec4 p = inpt.v.position;
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p.xyz /= p.w;
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vec4 wp = inpt.depthPosition;
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wp.z -= 0.001;
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wp.xyz /= wp.w;
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vec4 c = texture(paintTexture, p.xy*0.5+0.5);
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float depth = texture(depthTexture, wp.xy*0.5+0.5).x;
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if (wp.z*0.5+0.5 >= depth) return;
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ivec3 pos = ivec3(inpt.v.patchCoord.x * imageSize,
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inpt.v.patchCoord.y * imageSize,
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int(inpt.v.patchCoord.w));
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vec4 d = imageLoad(outTextureImage, pos);
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c = c + d;
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imageStore(outTextureImage, pos, c);
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discard;
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}
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#endif
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