Add Chromium-only Blender WebEngine parity work
This commit is contained in:
49
blender-5.2.0/extern/opensubdiv-source/examples/glViewer/CMakeLists.txt
vendored
Normal file
49
blender-5.2.0/extern/opensubdiv-source/examples/glViewer/CMakeLists.txt
vendored
Normal file
@@ -0,0 +1,49 @@
|
||||
#
|
||||
# Copyright 2013 Pixar
|
||||
#
|
||||
# Licensed under the terms set forth in the LICENSE.txt file available at
|
||||
# https://opensubdiv.org/license.
|
||||
#
|
||||
|
||||
# *** glViewer ***
|
||||
|
||||
set(SHADER_FILES
|
||||
shader.glsl
|
||||
shader_gl3.glsl
|
||||
)
|
||||
|
||||
include_directories(
|
||||
"${OPENSUBDIV_INCLUDE_DIR}"
|
||||
"${OPENGL_LOADER_INCLUDE_DIRS}"
|
||||
"${GLFW_INCLUDE_DIR}"
|
||||
)
|
||||
|
||||
list(APPEND PLATFORM_LIBRARIES
|
||||
"${OSD_LINK_TARGET}"
|
||||
"${OPENGL_LOADER_LIBRARIES}"
|
||||
"${GLFW_LIBRARIES}"
|
||||
)
|
||||
|
||||
if (OPENCL_FOUND)
|
||||
include_directories("${OPENCL_INCLUDE_DIRS}")
|
||||
list(APPEND PLATFORM_LIBRARIES OpenGL::GL)
|
||||
endif()
|
||||
|
||||
osd_stringify("${SHADER_FILES}" INC_FILES)
|
||||
|
||||
include_directories("${CMAKE_CURRENT_BINARY_DIR}")
|
||||
|
||||
osd_add_glfw_executable(glViewer "examples"
|
||||
glViewer.cpp
|
||||
"${SHADER_FILES}"
|
||||
"${INC_FILES}"
|
||||
$<TARGET_OBJECTS:regression_common_obj>
|
||||
$<TARGET_OBJECTS:regression_far_utils_obj>
|
||||
$<TARGET_OBJECTS:examples_common_gl_obj>
|
||||
)
|
||||
|
||||
target_link_libraries(glViewer
|
||||
${PLATFORM_LIBRARIES}
|
||||
)
|
||||
|
||||
install(TARGETS glViewer DESTINATION "${CMAKE_BINDIR_BASE}")
|
||||
1781
blender-5.2.0/extern/opensubdiv-source/examples/glViewer/glViewer.cpp
vendored
Normal file
1781
blender-5.2.0/extern/opensubdiv-source/examples/glViewer/glViewer.cpp
vendored
Normal file
File diff suppressed because it is too large
Load Diff
82
blender-5.2.0/extern/opensubdiv-source/examples/glViewer/init_shapes.h
vendored
Normal file
82
blender-5.2.0/extern/opensubdiv-source/examples/glViewer/init_shapes.h
vendored
Normal file
@@ -0,0 +1,82 @@
|
||||
//
|
||||
// Copyright 2013 Pixar
|
||||
//
|
||||
// Licensed under the terms set forth in the LICENSE.txt file available at
|
||||
// https://opensubdiv.org/license.
|
||||
//
|
||||
|
||||
#include "../../regression/common/shape_utils.h"
|
||||
#include "../../regression/shapes/all.h"
|
||||
|
||||
|
||||
static std::vector<ShapeDesc> g_defaultShapes;
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
static void initShapes() {
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_toroidal_tet", catmark_toroidal_tet, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_cube", catmark_cube, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_cubes_semisharp", catmark_cubes_semisharp, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_cubes_infsharp", catmark_cubes_infsharp, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_pyramid", catmark_pyramid, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_pyramid_creases0", catmark_pyramid_creases0, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_pyramid_creases1", catmark_pyramid_creases1, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_torus", catmark_torus, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_torus_creases0", catmark_torus_creases0, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_torus_creases1", catmark_torus_creases1, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_edgecorner", catmark_edgecorner, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_edgeonly", catmark_edgeonly, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_edgenone", catmark_edgenone, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_quadstrips", catmark_quadstrips, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_xord_interior", catmark_xord_interior, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_xord_boundary", catmark_xord_boundary, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_val2_interior", catmark_val2_interior, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_nonquads", catmark_nonquads, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_single_crease", catmark_single_crease, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_inf_crease0", catmark_inf_crease0, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_inf_crease1", catmark_inf_crease1, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_nonman_verts", catmark_nonman_verts, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_nonman_edges", catmark_nonman_edges, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_hole_test1", catmark_hole_test1, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_hole_test2", catmark_hole_test2, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_hole_test3", catmark_hole_test3, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_hole_test4", catmark_hole_test4, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_chaikin0", catmark_chaikin0, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_chaikin1", catmark_chaikin1, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_chaikin2", catmark_chaikin2, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_smoothtris0", catmark_smoothtris0, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_smoothtris1", catmark_smoothtris1, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_pole8", catmark_pole8, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_pole64", catmark_pole64, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_nonman_quadpole64",catmark_nonman_quadpole64,kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_nonman_edge100", catmark_nonman_edge100, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_helmet", catmark_helmet, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_bishop", catmark_bishop, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_pawn", catmark_pawn, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_rook", catmark_rook, kCatmark));
|
||||
g_defaultShapes.push_back(ShapeDesc("catmark_car", catmark_car, kCatmark));
|
||||
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_toroidal_tet", loop_toroidal_tet, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_tetrahedron", loop_tetrahedron, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_cube", loop_cube, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_cubes_semisharp", loop_cubes_semisharp, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_cubes_infsharp", loop_cubes_infsharp, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_cube_asymmetric", loop_cube_asymmetric, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_icosahedron", loop_icosahedron, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_icos_semisharp", loop_icos_semisharp, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_icos_infsharp", loop_icos_infsharp, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_triangle_edgecorner", loop_triangle_edgecorner, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_triangle_edgeonly", loop_triangle_edgeonly, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_triangle_edgenone", loop_triangle_edgenone, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_xord_interior", loop_xord_interior, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_xord_boundary", loop_xord_boundary, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_nonman_verts", loop_nonman_verts, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_nonman_edges", loop_nonman_edges, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_pole64", loop_pole64, kLoop));
|
||||
g_defaultShapes.push_back(ShapeDesc("loop_nonman_edge100", loop_nonman_edge100, kLoop));
|
||||
|
||||
g_defaultShapes.push_back(ShapeDesc("bilinear_cube", bilinear_cube, kBilinear));
|
||||
g_defaultShapes.push_back(ShapeDesc("bilinear_nonplanar", bilinear_nonplanar, kBilinear));
|
||||
g_defaultShapes.push_back(ShapeDesc("bilinear_nonquads0", bilinear_nonquads0, kBilinear));
|
||||
g_defaultShapes.push_back(ShapeDesc("bilinear_nonquads1", bilinear_nonquads1, kBilinear));
|
||||
}
|
||||
//------------------------------------------------------------------------------
|
||||
560
blender-5.2.0/extern/opensubdiv-source/examples/glViewer/shader.glsl
vendored
Normal file
560
blender-5.2.0/extern/opensubdiv-source/examples/glViewer/shader.glsl
vendored
Normal file
@@ -0,0 +1,560 @@
|
||||
//
|
||||
// Copyright 2013 Pixar
|
||||
//
|
||||
// Licensed under the terms set forth in the LICENSE.txt file available at
|
||||
// https://opensubdiv.org/license.
|
||||
//
|
||||
|
||||
#if defined(SHADING_VARYING_COLOR) || defined(SHADING_FACEVARYING_COLOR)
|
||||
#undef OSD_USER_VARYING_DECLARE
|
||||
#define OSD_USER_VARYING_DECLARE \
|
||||
vec3 color;
|
||||
|
||||
#undef OSD_USER_VARYING_ATTRIBUTE_DECLARE
|
||||
#define OSD_USER_VARYING_ATTRIBUTE_DECLARE \
|
||||
layout(location = 1) in vec3 color;
|
||||
|
||||
#undef OSD_USER_VARYING_PER_VERTEX
|
||||
#define OSD_USER_VARYING_PER_VERTEX() \
|
||||
outpt.color = color
|
||||
|
||||
#undef OSD_USER_VARYING_PER_CONTROL_POINT
|
||||
#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN) \
|
||||
outpt[ID_OUT].color = inpt[ID_IN].color
|
||||
|
||||
#undef OSD_USER_VARYING_PER_EVAL_POINT
|
||||
#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d) \
|
||||
outpt.color = \
|
||||
mix(mix(inpt[a].color, inpt[b].color, UV.x), \
|
||||
mix(inpt[c].color, inpt[d].color, UV.x), UV.y)
|
||||
|
||||
#undef OSD_USER_VARYING_PER_EVAL_POINT_TRIANGLE
|
||||
#define OSD_USER_VARYING_PER_EVAL_POINT_TRIANGLE(UV, a, b, c) \
|
||||
outpt.color = \
|
||||
inpt[a].color * (1.0f - UV.x - UV.y) + \
|
||||
inpt[b].color * UV.x + \
|
||||
inpt[c].color * UV.y;
|
||||
#else
|
||||
#define OSD_USER_VARYING_DECLARE
|
||||
#define OSD_USER_VARYING_ATTRIBUTE_DECLARE
|
||||
#define OSD_USER_VARYING_PER_VERTEX()
|
||||
#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN)
|
||||
#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d)
|
||||
#define OSD_USER_VARYING_PER_EVAL_POINT_TRIANGLE(UV, a, b, c)
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// Uniforms / Uniform Blocks
|
||||
//--------------------------------------------------------------
|
||||
|
||||
layout(std140) uniform Transform {
|
||||
mat4 ModelViewMatrix;
|
||||
mat4 ProjectionMatrix;
|
||||
mat4 ModelViewProjectionMatrix;
|
||||
mat4 ModelViewInverseMatrix;
|
||||
};
|
||||
|
||||
layout(std140) uniform Tessellation {
|
||||
float TessLevel;
|
||||
};
|
||||
|
||||
uniform int GregoryQuadOffsetBase;
|
||||
uniform int PrimitiveIdBase;
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// Osd external functions
|
||||
//--------------------------------------------------------------
|
||||
|
||||
mat4 OsdModelViewMatrix()
|
||||
{
|
||||
return ModelViewMatrix;
|
||||
}
|
||||
mat4 OsdProjectionMatrix()
|
||||
{
|
||||
return ProjectionMatrix;
|
||||
}
|
||||
mat4 OsdModelViewProjectionMatrix()
|
||||
{
|
||||
return ModelViewProjectionMatrix;
|
||||
}
|
||||
float OsdTessLevel()
|
||||
{
|
||||
return TessLevel;
|
||||
}
|
||||
int OsdGregoryQuadOffsetBase()
|
||||
{
|
||||
return GregoryQuadOffsetBase;
|
||||
}
|
||||
int OsdPrimitiveIdBase()
|
||||
{
|
||||
return PrimitiveIdBase;
|
||||
}
|
||||
int OsdBaseVertex()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// Vertex Shader
|
||||
//--------------------------------------------------------------
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
layout (location=0) in vec4 position;
|
||||
OSD_USER_VARYING_ATTRIBUTE_DECLARE
|
||||
|
||||
out block {
|
||||
OutputVertex v;
|
||||
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
|
||||
vec2 vSegments;
|
||||
#endif
|
||||
OSD_USER_VARYING_DECLARE
|
||||
} outpt;
|
||||
|
||||
void main()
|
||||
{
|
||||
outpt.v.position = ModelViewMatrix * position;
|
||||
outpt.v.patchCoord = vec4(0);
|
||||
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
|
||||
outpt.vSegments = vec2(0);
|
||||
#endif
|
||||
OSD_USER_VARYING_PER_VERTEX();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// Geometry Shader
|
||||
//--------------------------------------------------------------
|
||||
#ifdef GEOMETRY_SHADER
|
||||
|
||||
#ifdef PRIM_QUAD
|
||||
|
||||
layout(lines_adjacency) in;
|
||||
|
||||
#define EDGE_VERTS 4
|
||||
|
||||
#endif // PRIM_QUAD
|
||||
|
||||
#ifdef PRIM_TRI
|
||||
|
||||
layout(triangles) in;
|
||||
|
||||
#define EDGE_VERTS 3
|
||||
|
||||
#endif // PRIM_TRI
|
||||
|
||||
|
||||
layout(triangle_strip, max_vertices = EDGE_VERTS) out;
|
||||
in block {
|
||||
OutputVertex v;
|
||||
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
|
||||
vec2 vSegments;
|
||||
#endif
|
||||
OSD_USER_VARYING_DECLARE
|
||||
} inpt[EDGE_VERTS];
|
||||
|
||||
out block {
|
||||
OutputVertex v;
|
||||
noperspective out vec4 edgeDistance;
|
||||
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
|
||||
vec2 vSegments;
|
||||
#endif
|
||||
OSD_USER_VARYING_DECLARE
|
||||
} outpt;
|
||||
|
||||
uniform isamplerBuffer OsdFVarParamBuffer;
|
||||
layout(std140) uniform OsdFVarArrayData {
|
||||
OsdPatchArray fvarPatchArray[2];
|
||||
};
|
||||
|
||||
vec2
|
||||
interpolateFaceVarying(vec2 uv, int fvarOffset)
|
||||
{
|
||||
int patchIndex = OsdGetPatchIndex(gl_PrimitiveID);
|
||||
|
||||
OsdPatchArray array = fvarPatchArray[0];
|
||||
|
||||
ivec3 fvarPatchParam = texelFetch(OsdFVarParamBuffer, patchIndex).xyz;
|
||||
OsdPatchParam param = OsdPatchParamInit(fvarPatchParam.x,
|
||||
fvarPatchParam.y,
|
||||
fvarPatchParam.z);
|
||||
|
||||
int patchType = OsdPatchParamIsRegular(param) ? array.regDesc : array.desc;
|
||||
|
||||
float wP[20], wDu[20], wDv[20], wDuu[20], wDuv[20], wDvv[20];
|
||||
int numPoints = OsdEvaluatePatchBasisNormalized(patchType, param,
|
||||
uv.s, uv.t, wP, wDu, wDv, wDuu, wDuv, wDvv);
|
||||
|
||||
int patchArrayStride = numPoints;
|
||||
|
||||
int primOffset = patchIndex * patchArrayStride;
|
||||
|
||||
vec2 result = vec2(0);
|
||||
for (int i=0; i<numPoints; ++i) {
|
||||
int index = (primOffset+i)*OSD_FVAR_WIDTH + fvarOffset;
|
||||
vec2 cv = vec2(texelFetch(OsdFVarDataBuffer, index).s,
|
||||
texelFetch(OsdFVarDataBuffer, index + 1).s);
|
||||
result += wP[i] * cv;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void emit(int index, vec3 normal)
|
||||
{
|
||||
outpt.v.position = inpt[index].v.position;
|
||||
outpt.v.patchCoord = inpt[index].v.patchCoord;
|
||||
#ifdef SMOOTH_NORMALS
|
||||
outpt.v.normal = inpt[index].v.normal;
|
||||
#else
|
||||
outpt.v.normal = normal;
|
||||
#endif
|
||||
|
||||
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
|
||||
outpt.vSegments = inpt[index].vSegments;
|
||||
#endif
|
||||
|
||||
#ifdef SHADING_VARYING_COLOR
|
||||
outpt.color = inpt[index].color;
|
||||
#endif
|
||||
|
||||
#ifdef SHADING_FACEVARYING_COLOR
|
||||
#ifdef SHADING_FACEVARYING_UNIFORM_SUBDIVISION
|
||||
// interpolate fvar data at refined tri or quad vertex locations
|
||||
#ifdef PRIM_TRI
|
||||
vec2 trist[3] = vec2[](vec2(0,0), vec2(1,0), vec2(0,1));
|
||||
vec2 st = trist[index];
|
||||
#endif
|
||||
#ifdef PRIM_QUAD
|
||||
vec2 quadst[4] = vec2[](vec2(0,0), vec2(1,0), vec2(1,1), vec2(0,1));
|
||||
vec2 st = quadst[index];
|
||||
#endif
|
||||
#else
|
||||
// interpolate fvar data at tessellated vertex locations
|
||||
vec2 st = inpt[index].v.tessCoord;
|
||||
#endif
|
||||
|
||||
vec2 uv = interpolateFaceVarying(st, /*fvarOffset*/0);
|
||||
outpt.color = vec3(uv.s, uv.t, 0);
|
||||
#endif
|
||||
|
||||
gl_Position = ProjectionMatrix * inpt[index].v.position;
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
const float VIEWPORT_SCALE = 1024.0; // XXXdyu
|
||||
|
||||
float edgeDistance(vec4 p, vec4 p0, vec4 p1)
|
||||
{
|
||||
return VIEWPORT_SCALE *
|
||||
abs((p.x - p0.x) * (p1.y - p0.y) -
|
||||
(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
|
||||
}
|
||||
|
||||
void emit(int index, vec3 normal, vec4 edgeVerts[EDGE_VERTS])
|
||||
{
|
||||
outpt.edgeDistance[0] =
|
||||
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
|
||||
outpt.edgeDistance[1] =
|
||||
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
|
||||
#ifdef PRIM_TRI
|
||||
outpt.edgeDistance[2] =
|
||||
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
|
||||
#endif
|
||||
#ifdef PRIM_QUAD
|
||||
outpt.edgeDistance[2] =
|
||||
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
|
||||
outpt.edgeDistance[3] =
|
||||
edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
|
||||
#endif
|
||||
|
||||
emit(index, normal);
|
||||
}
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_PrimitiveID = gl_PrimitiveIDIn;
|
||||
|
||||
#ifdef PRIM_QUAD
|
||||
vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
|
||||
vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
|
||||
vec3 C = (inpt[2].v.position - inpt[1].v.position).xyz;
|
||||
vec3 n0 = normalize(cross(B, A));
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
vec4 edgeVerts[EDGE_VERTS];
|
||||
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
|
||||
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
|
||||
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
|
||||
edgeVerts[3] = ProjectionMatrix * inpt[3].v.position;
|
||||
|
||||
edgeVerts[0].xy /= edgeVerts[0].w;
|
||||
edgeVerts[1].xy /= edgeVerts[1].w;
|
||||
edgeVerts[2].xy /= edgeVerts[2].w;
|
||||
edgeVerts[3].xy /= edgeVerts[3].w;
|
||||
|
||||
emit(0, n0, edgeVerts);
|
||||
emit(1, n0, edgeVerts);
|
||||
emit(3, n0, edgeVerts);
|
||||
emit(2, n0, edgeVerts);
|
||||
#else
|
||||
emit(0, n0);
|
||||
emit(1, n0);
|
||||
emit(3, n0);
|
||||
emit(2, n0);
|
||||
#endif
|
||||
#endif // PRIM_QUAD
|
||||
|
||||
#ifdef PRIM_TRI
|
||||
vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
|
||||
vec3 B = (inpt[2].v.position - inpt[1].v.position).xyz;
|
||||
vec3 n0 = normalize(cross(B, A));
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
vec4 edgeVerts[EDGE_VERTS];
|
||||
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
|
||||
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
|
||||
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
|
||||
|
||||
edgeVerts[0].xy /= edgeVerts[0].w;
|
||||
edgeVerts[1].xy /= edgeVerts[1].w;
|
||||
edgeVerts[2].xy /= edgeVerts[2].w;
|
||||
|
||||
emit(0, n0, edgeVerts);
|
||||
emit(1, n0, edgeVerts);
|
||||
emit(2, n0, edgeVerts);
|
||||
#else
|
||||
emit(0, n0);
|
||||
emit(1, n0);
|
||||
emit(2, n0);
|
||||
#endif
|
||||
#endif // PRIM_TRI
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// Fragment Shader
|
||||
//--------------------------------------------------------------
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
in block {
|
||||
OutputVertex v;
|
||||
noperspective in vec4 edgeDistance;
|
||||
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
|
||||
vec2 vSegments;
|
||||
#endif
|
||||
OSD_USER_VARYING_DECLARE
|
||||
} inpt;
|
||||
|
||||
out vec4 outColor;
|
||||
|
||||
#define NUM_LIGHTS 2
|
||||
|
||||
struct LightSource {
|
||||
vec4 position;
|
||||
vec4 ambient;
|
||||
vec4 diffuse;
|
||||
vec4 specular;
|
||||
};
|
||||
|
||||
layout(std140) uniform Lighting {
|
||||
LightSource lightSource[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
uniform vec4 diffuseColor = vec4(1);
|
||||
uniform vec4 ambientColor = vec4(1);
|
||||
|
||||
vec4
|
||||
lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
|
||||
{
|
||||
vec4 color = vec4(0);
|
||||
|
||||
for (int i = 0; i < NUM_LIGHTS; ++i) {
|
||||
|
||||
vec4 Plight = lightSource[i].position;
|
||||
|
||||
vec3 l = (Plight.w == 0.0)
|
||||
? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
|
||||
|
||||
vec3 n = normalize(Neye);
|
||||
vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
|
||||
|
||||
float d = max(0.0, dot(n, l));
|
||||
float s = pow(max(0.0, dot(n, h)), 500.0f);
|
||||
|
||||
color += lightSource[i].ambient * ambientColor
|
||||
+ d * lightSource[i].diffuse * diffuse
|
||||
+ s * lightSource[i].specular;
|
||||
}
|
||||
|
||||
color.a = 1;
|
||||
return color;
|
||||
}
|
||||
|
||||
vec4
|
||||
edgeColor(vec4 Cfill, vec4 edgeDistance)
|
||||
{
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
#ifdef PRIM_TRI
|
||||
float d =
|
||||
min(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.edgeDistance[2]));
|
||||
#endif
|
||||
#ifdef PRIM_QUAD
|
||||
float d =
|
||||
min(min(inpt.edgeDistance[0], inpt.edgeDistance[1]),
|
||||
min(inpt.edgeDistance[2], inpt.edgeDistance[3]));
|
||||
#endif
|
||||
float v = 0.8;
|
||||
vec4 Cedge = vec4(Cfill.r*v, Cfill.g*v, Cfill.b*v, 1);
|
||||
float p = exp2(-2 * d * d);
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE)
|
||||
if (p < 0.25) discard;
|
||||
#endif
|
||||
|
||||
Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
|
||||
#endif
|
||||
return Cfill;
|
||||
}
|
||||
|
||||
vec4
|
||||
getAdaptivePatchColor(ivec3 patchParam)
|
||||
{
|
||||
const vec4 patchColors[7*6] = vec4[7*6](
|
||||
vec4(1.0f, 1.0f, 1.0f, 1.0f), // regular
|
||||
vec4(0.0f, 1.0f, 1.0f, 1.0f), // regular pattern 0
|
||||
vec4(0.0f, 0.5f, 1.0f, 1.0f), // regular pattern 1
|
||||
vec4(0.0f, 0.5f, 0.5f, 1.0f), // regular pattern 2
|
||||
vec4(0.5f, 0.0f, 1.0f, 1.0f), // regular pattern 3
|
||||
vec4(1.0f, 0.5f, 1.0f, 1.0f), // regular pattern 4
|
||||
|
||||
vec4(1.0f, 0.5f, 0.5f, 1.0f), // single crease
|
||||
vec4(1.0f, 0.70f, 0.6f, 1.0f), // single crease pattern 0
|
||||
vec4(1.0f, 0.65f, 0.6f, 1.0f), // single crease pattern 1
|
||||
vec4(1.0f, 0.60f, 0.6f, 1.0f), // single crease pattern 2
|
||||
vec4(1.0f, 0.55f, 0.6f, 1.0f), // single crease pattern 3
|
||||
vec4(1.0f, 0.50f, 0.6f, 1.0f), // single crease pattern 4
|
||||
|
||||
vec4(0.8f, 0.0f, 0.0f, 1.0f), // boundary
|
||||
vec4(0.0f, 0.0f, 0.75f, 1.0f), // boundary pattern 0
|
||||
vec4(0.0f, 0.2f, 0.75f, 1.0f), // boundary pattern 1
|
||||
vec4(0.0f, 0.4f, 0.75f, 1.0f), // boundary pattern 2
|
||||
vec4(0.0f, 0.6f, 0.75f, 1.0f), // boundary pattern 3
|
||||
vec4(0.0f, 0.8f, 0.75f, 1.0f), // boundary pattern 4
|
||||
|
||||
vec4(0.0f, 1.0f, 0.0f, 1.0f), // corner
|
||||
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 0
|
||||
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 1
|
||||
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 2
|
||||
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 3
|
||||
vec4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 4
|
||||
|
||||
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
|
||||
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
|
||||
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
||||
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
||||
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
||||
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
||||
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
||||
vec4(1.0f, 0.7f, 0.3f, 1.0f) // gregory basis
|
||||
);
|
||||
|
||||
int patchType = 0;
|
||||
|
||||
int edgeCount = bitCount(OsdGetPatchBoundaryMask(patchParam));
|
||||
if (edgeCount == 1) {
|
||||
patchType = 2; // BOUNDARY
|
||||
}
|
||||
if (edgeCount > 1) {
|
||||
patchType = 3; // CORNER (not correct for patches that are not isolated)
|
||||
}
|
||||
|
||||
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
||||
// check this after boundary/corner since single crease patch also has edgeCount.
|
||||
if (inpt.vSegments.y > 0) {
|
||||
patchType = 1;
|
||||
}
|
||||
#elif defined OSD_PATCH_GREGORY
|
||||
patchType = 4;
|
||||
#elif defined OSD_PATCH_GREGORY_BOUNDARY
|
||||
patchType = 5;
|
||||
#elif defined OSD_PATCH_GREGORY_BASIS
|
||||
patchType = 6;
|
||||
#elif defined OSD_PATCH_GREGORY_TRIANGLE
|
||||
patchType = 6;
|
||||
#endif
|
||||
|
||||
int pattern = bitCount(OsdGetPatchTransitionMask(patchParam));
|
||||
|
||||
return patchColors[6*patchType + pattern];
|
||||
}
|
||||
|
||||
vec4
|
||||
getAdaptiveDepthColor(ivec3 patchParam)
|
||||
{
|
||||
// Represent depth with repeating cycle of four colors:
|
||||
const vec4 depthColors[4] = vec4[4](
|
||||
vec4(0.0f, 0.5f, 0.5f, 1.0f),
|
||||
vec4(1.0f, 1.0f, 1.0f, 1.0f),
|
||||
vec4(0.0f, 1.0f, 1.0f, 1.0f),
|
||||
vec4(0.5f, 1.0f, 0.5f, 1.0f)
|
||||
);
|
||||
return depthColors[OsdGetPatchRefinementLevel(patchParam) & 3];
|
||||
}
|
||||
|
||||
#if defined(PRIM_QUAD) || defined(PRIM_TRI)
|
||||
void
|
||||
main()
|
||||
{
|
||||
vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
|
||||
|
||||
#if defined(SHADING_VARYING_COLOR)
|
||||
vec4 color = vec4(inpt.color, 1);
|
||||
#elif defined(SHADING_FACEVARYING_COLOR)
|
||||
// generating a checkerboard pattern
|
||||
vec4 color = vec4(inpt.color.rg,
|
||||
int(floor(20*inpt.color.r)+floor(20*inpt.color.g))&1, 1);
|
||||
#elif defined(SHADING_PATCH_TYPE)
|
||||
vec4 color = getAdaptivePatchColor(OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)));
|
||||
#elif defined(SHADING_PATCH_DEPTH)
|
||||
vec4 color = getAdaptiveDepthColor(OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)));
|
||||
#elif defined(SHADING_PATCH_COORD)
|
||||
vec4 color = vec4(inpt.v.patchCoord.xy, 0, 1);
|
||||
#elif defined(SHADING_MATERIAL)
|
||||
vec4 color = diffuseColor;
|
||||
#else
|
||||
vec4 color = vec4(1, 1, 1, 1);
|
||||
#endif
|
||||
|
||||
vec4 Cf = lighting(color, inpt.v.position.xyz, N);
|
||||
|
||||
#if defined(SHADING_NORMAL)
|
||||
Cf.rgb = N;
|
||||
#endif
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
Cf = edgeColor(Cf, inpt.edgeDistance);
|
||||
#endif
|
||||
|
||||
outColor = Cf;
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
299
blender-5.2.0/extern/opensubdiv-source/examples/glViewer/shader_gl3.glsl
vendored
Normal file
299
blender-5.2.0/extern/opensubdiv-source/examples/glViewer/shader_gl3.glsl
vendored
Normal file
@@ -0,0 +1,299 @@
|
||||
//
|
||||
// Copyright 2013 Pixar
|
||||
//
|
||||
// Licensed under the terms set forth in the LICENSE.txt file available at
|
||||
// https://opensubdiv.org/license.
|
||||
//
|
||||
|
||||
layout(std140) uniform Transform {
|
||||
mat4 ModelViewMatrix;
|
||||
mat4 ProjectionMatrix;
|
||||
mat4 ModelViewProjectionMatrix;
|
||||
mat4 ModelViewInverseMatrix;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// Vertex Shader
|
||||
//--------------------------------------------------------------
|
||||
#ifdef VERTEX_SHADER
|
||||
|
||||
layout (location=0) in vec4 position;
|
||||
out vec4 vPosition;
|
||||
|
||||
#ifdef VARYING_COLOR
|
||||
layout (location=1) in vec3 color;
|
||||
out vec3 vColor;
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
vPosition = ModelViewMatrix * position;
|
||||
#ifdef VARYING_COLOR
|
||||
vColor = color;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// Geometry Shader
|
||||
//--------------------------------------------------------------
|
||||
#ifdef GEOMETRY_SHADER
|
||||
|
||||
#ifdef PRIM_QUAD
|
||||
|
||||
layout(lines_adjacency) in;
|
||||
|
||||
#define EDGE_VERTS 4
|
||||
|
||||
#endif // PRIM_QUAD
|
||||
|
||||
#ifdef PRIM_TRI
|
||||
|
||||
layout(triangles) in;
|
||||
|
||||
#define EDGE_VERTS 3
|
||||
|
||||
#endif // PRIM_TRI
|
||||
|
||||
layout(triangle_strip, max_vertices = EDGE_VERTS) out;
|
||||
|
||||
in vec4 vPosition[EDGE_VERTS];
|
||||
#ifdef VARYING_COLOR
|
||||
in vec3 vColor[EDGE_VERTS];
|
||||
#endif
|
||||
|
||||
|
||||
out vec4 gPosition;
|
||||
out vec3 gNormal;
|
||||
noperspective out vec4 gEdgeDistance;
|
||||
#ifdef VARYING_COLOR
|
||||
out vec3 gColor;
|
||||
#endif
|
||||
|
||||
void emit(int index, vec3 normal)
|
||||
{
|
||||
gPosition = vPosition[index];
|
||||
#ifdef SMOOTH_NORMALS
|
||||
gNormal = vNormal[index];
|
||||
#else
|
||||
gNormal = normal;
|
||||
#endif
|
||||
#ifdef VARYING_COLOR
|
||||
gColor = vColor[index];
|
||||
#endif
|
||||
gl_Position = ProjectionMatrix * vPosition[index];
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
const float VIEWPORT_SCALE = 1024.0; // XXXdyu
|
||||
|
||||
float edgeDistance(vec4 p, vec4 p0, vec4 p1)
|
||||
{
|
||||
return VIEWPORT_SCALE *
|
||||
abs((p.x - p0.x) * (p1.y - p0.y) -
|
||||
(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
|
||||
}
|
||||
|
||||
void emit(int index, vec3 normal, vec4 edgeVerts[EDGE_VERTS])
|
||||
{
|
||||
gEdgeDistance[0] =
|
||||
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
|
||||
gEdgeDistance[1] =
|
||||
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
|
||||
#ifdef PRIM_TRI
|
||||
gEdgeDistance[2] =
|
||||
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
|
||||
#endif
|
||||
#ifdef PRIM_QUAD
|
||||
gEdgeDistance[2] =
|
||||
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
|
||||
gEdgeDistance[3] =
|
||||
edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
|
||||
#endif
|
||||
|
||||
emit(index, normal);
|
||||
}
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_PrimitiveID = gl_PrimitiveIDIn;
|
||||
|
||||
#ifdef PRIM_POINT
|
||||
emit(0, vec3(0));
|
||||
#endif
|
||||
|
||||
#ifdef PRIM_QUAD
|
||||
vec3 A = (vPosition[0] - vPosition[1]).xyz;
|
||||
vec3 B = (vPosition[3] - vPosition[1]).xyz;
|
||||
vec3 C = (vPosition[2] - vPosition[1]).xyz;
|
||||
vec3 n0 = normalize(cross(B, A));
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
vec4 edgeVerts[EDGE_VERTS];
|
||||
edgeVerts[0] = ProjectionMatrix * vPosition[0];
|
||||
edgeVerts[1] = ProjectionMatrix * vPosition[1];
|
||||
edgeVerts[2] = ProjectionMatrix * vPosition[2];
|
||||
edgeVerts[3] = ProjectionMatrix * vPosition[3];
|
||||
|
||||
edgeVerts[0].xy /= edgeVerts[0].w;
|
||||
edgeVerts[1].xy /= edgeVerts[1].w;
|
||||
edgeVerts[2].xy /= edgeVerts[2].w;
|
||||
edgeVerts[3].xy /= edgeVerts[3].w;
|
||||
|
||||
emit(0, n0, edgeVerts);
|
||||
emit(1, n0, edgeVerts);
|
||||
emit(3, n0, edgeVerts);
|
||||
emit(2, n0, edgeVerts);
|
||||
#else
|
||||
emit(0, n0);
|
||||
emit(1, n0);
|
||||
emit(3, n0);
|
||||
emit(2, n0);
|
||||
#endif
|
||||
#endif // PRIM_QUAD
|
||||
|
||||
#ifdef PRIM_TRI
|
||||
vec3 A = (vPosition[1] - vPosition[0]).xyz;
|
||||
vec3 B = (vPosition[2] - vPosition[0]).xyz;
|
||||
vec3 n0 = normalize(cross(B, A));
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
vec4 edgeVerts[EDGE_VERTS];
|
||||
edgeVerts[0] = ProjectionMatrix * vPosition[0];
|
||||
edgeVerts[1] = ProjectionMatrix * vPosition[1];
|
||||
edgeVerts[2] = ProjectionMatrix * vPosition[2];
|
||||
|
||||
edgeVerts[0].xy /= edgeVerts[0].w;
|
||||
edgeVerts[1].xy /= edgeVerts[1].w;
|
||||
edgeVerts[2].xy /= edgeVerts[2].w;
|
||||
|
||||
emit(0, n0, edgeVerts);
|
||||
emit(1, n0, edgeVerts);
|
||||
emit(2, n0, edgeVerts);
|
||||
#else
|
||||
emit(0, n0);
|
||||
emit(1, n0);
|
||||
emit(2, n0);
|
||||
#endif
|
||||
#endif // PRIM_TRI
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// Fragment Shader
|
||||
//--------------------------------------------------------------
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
in vec4 gPosition;
|
||||
in vec3 gNormal;
|
||||
noperspective in vec4 gEdgeDistance;
|
||||
#ifdef VARYING_COLOR
|
||||
in vec3 gColor;
|
||||
#endif
|
||||
|
||||
out vec4 outColor;
|
||||
|
||||
#define NUM_LIGHTS 2
|
||||
|
||||
struct LightSource {
|
||||
vec4 position;
|
||||
vec4 ambient;
|
||||
vec4 diffuse;
|
||||
vec4 specular;
|
||||
};
|
||||
|
||||
layout(std140) uniform Lighting {
|
||||
LightSource lightSource[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
uniform vec4 diffuseColor = vec4(1);
|
||||
uniform vec4 ambientColor = vec4(1);
|
||||
|
||||
vec4
|
||||
lighting(vec4 diffuse, vec3 Peye, vec3 Neye)
|
||||
{
|
||||
vec4 color = vec4(0);
|
||||
|
||||
for (int i = 0; i < NUM_LIGHTS; ++i) {
|
||||
|
||||
vec4 Plight = lightSource[i].position;
|
||||
|
||||
vec3 l = (Plight.w == 0.0)
|
||||
? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
|
||||
|
||||
vec3 n = normalize(Neye);
|
||||
vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
|
||||
|
||||
float d = max(0.0, dot(n, l));
|
||||
float s = pow(max(0.0, dot(n, h)), 500.0f);
|
||||
|
||||
color += lightSource[i].ambient * ambientColor
|
||||
+ d * lightSource[i].diffuse * diffuse
|
||||
+ s * lightSource[i].specular;
|
||||
}
|
||||
|
||||
color.a = 1;
|
||||
return color;
|
||||
}
|
||||
|
||||
#ifdef PRIM_POINT
|
||||
uniform vec4 fragColor;
|
||||
void
|
||||
main()
|
||||
{
|
||||
outColor = fragColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4
|
||||
edgeColor(vec4 Cfill, vec4 edgeDistance)
|
||||
{
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
#ifdef PRIM_TRI
|
||||
float d =
|
||||
min(gEdgeDistance[0], min(gEdgeDistance[1], gEdgeDistance[2]));
|
||||
#endif
|
||||
#ifdef PRIM_QUAD
|
||||
float d =
|
||||
min(min(gEdgeDistance[0], gEdgeDistance[1]),
|
||||
min(gEdgeDistance[2], gEdgeDistance[3]));
|
||||
#endif
|
||||
vec4 Cedge = vec4(1.0, 1.0, 0.0, 1.0);
|
||||
float p = exp2(-2 * d * d);
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE)
|
||||
if (p < 0.25) discard;
|
||||
#endif
|
||||
|
||||
Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
|
||||
#endif
|
||||
return Cfill;
|
||||
}
|
||||
|
||||
#if defined(PRIM_QUAD) || defined(PRIM_TRI)
|
||||
void
|
||||
main()
|
||||
{
|
||||
vec3 N = (gl_FrontFacing ? gNormal : -gNormal);
|
||||
#ifdef VARYING_COLOR
|
||||
vec4 color = vec4(gColor, 1);
|
||||
#else
|
||||
vec4 color = diffuseColor;
|
||||
#endif
|
||||
vec4 Cf = lighting(color, gPosition.xyz, N);
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
Cf = edgeColor(Cf, gEdgeDistance);
|
||||
#endif
|
||||
|
||||
outColor = Cf;
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user