Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
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1043 changed files with 1207 additions and 1201 deletions
18
data/shaders/glsl/tessellation/base.frag
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data/shaders/glsl/tessellation/base.frag
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#version 450
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layout (binding = 2) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(vec3(0.0, -4.0, 4.0));
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vec4 color = texture(samplerColorMap, inUV);
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outFragColor.rgb = vec3(clamp(max(dot(N,L), 0.0), 0.2, 1.0)) * color.rgb * 1.5;
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}
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data/shaders/glsl/tessellation/base.frag.spv
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data/shaders/glsl/tessellation/base.frag.spv
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data/shaders/glsl/tessellation/base.vert
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data/shaders/glsl/tessellation/base.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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void main(void)
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{
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gl_Position = vec4(inPos.xyz, 1.0);
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outNormal = inNormal;
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outUV = inUV;
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}
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data/shaders/glsl/tessellation/base.vert.spv
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data/shaders/glsl/tessellation/base.vert.spv
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data/shaders/glsl/tessellation/generate-spriv.bat
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data/shaders/glsl/tessellation/generate-spriv.bat
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glslangvalidator -V base.vert -o base.vert.spv
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glslangvalidator -V base.frag -o base.frag.spv
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glslangvalidator -V passthrough.tesc -o passthrough.tesc.spv
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glslangvalidator -V passthrough.tese -o passthrough.tese.spv
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glslangvalidator -V pntriangles.tesc -o pntriangles.tesc.spv
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glslangvalidator -V pntriangles.tese -o pntriangles.tese.spv
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24
data/shaders/glsl/tessellation/passthrough.tesc
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data/shaders/glsl/tessellation/passthrough.tesc
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#version 450
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layout (vertices = 3) out;
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layout (location = 0) in vec3 inNormal[];
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layout (location = 1) in vec2 inUV[];
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layout (location = 0) out vec3 outNormal[3];
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layout (location = 1) out vec2 outUV[3];
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void main(void)
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{
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if (gl_InvocationID == 0)
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{
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gl_TessLevelInner[0] = 1.0;
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gl_TessLevelOuter[0] = 1.0;
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gl_TessLevelOuter[1] = 1.0;
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gl_TessLevelOuter[2] = 1.0;
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}
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
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outUV[gl_InvocationID] = inUV[gl_InvocationID];
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}
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data/shaders/glsl/tessellation/passthrough.tesc.spv
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data/shaders/glsl/tessellation/passthrough.tesc.spv
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data/shaders/glsl/tessellation/passthrough.tese
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data/shaders/glsl/tessellation/passthrough.tese
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#version 450
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layout (triangles) in;
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layout (binding = 1) uniform UBO
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{
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mat4 projection;
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mat4 model;
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float tessAlpha;
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} ubo;
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layout (location = 0) in vec3 inNormal[];
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layout (location = 1) in vec2 inUV[];
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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void main(void)
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{
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gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) +
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(gl_TessCoord.y * gl_in[1].gl_Position) +
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(gl_TessCoord.z * gl_in[2].gl_Position);
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gl_Position = ubo.projection * ubo.model * gl_Position;
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outNormal = gl_TessCoord.x*inNormal[0] + gl_TessCoord.y*inNormal[1] + gl_TessCoord.z*inNormal[2];
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outUV = gl_TessCoord.x*inUV[0] + gl_TessCoord.y*inUV[1] + gl_TessCoord.z*inUV[2];
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}
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BIN
data/shaders/glsl/tessellation/passthrough.tese.spv
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data/shaders/glsl/tessellation/passthrough.tese.spv
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83
data/shaders/glsl/tessellation/pntriangles.tesc
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data/shaders/glsl/tessellation/pntriangles.tesc
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#version 450
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// PN patch data
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struct PnPatch
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{
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float b210;
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float b120;
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float b021;
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float b012;
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float b102;
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float b201;
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float b111;
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float n110;
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float n011;
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float n101;
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};
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// tessellation levels
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layout (binding = 0) uniform UBO
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{
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float tessLevel;
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} ubo;
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layout(vertices=3) out;
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layout(location = 0) in vec3 inNormal[];
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layout(location = 1) in vec2 inUV[];
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layout(location = 0) out vec3 outNormal[3];
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layout(location = 3) out vec2 outUV[3];
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layout(location = 6) out PnPatch outPatch[3];
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float wij(int i, int j)
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{
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return dot(gl_in[j].gl_Position.xyz - gl_in[i].gl_Position.xyz, inNormal[i]);
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}
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float vij(int i, int j)
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{
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vec3 Pj_minus_Pi = gl_in[j].gl_Position.xyz
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- gl_in[i].gl_Position.xyz;
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vec3 Ni_plus_Nj = inNormal[i]+inNormal[j];
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return 2.0*dot(Pj_minus_Pi, Ni_plus_Nj)/dot(Pj_minus_Pi, Pj_minus_Pi);
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}
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void main()
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{
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// get data
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
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outUV[gl_InvocationID] = inUV[gl_InvocationID];
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// set base
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float P0 = gl_in[0].gl_Position[gl_InvocationID];
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float P1 = gl_in[1].gl_Position[gl_InvocationID];
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float P2 = gl_in[2].gl_Position[gl_InvocationID];
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float N0 = inNormal[0][gl_InvocationID];
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float N1 = inNormal[1][gl_InvocationID];
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float N2 = inNormal[2][gl_InvocationID];
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// compute control points
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outPatch[gl_InvocationID].b210 = (2.0*P0 + P1 - wij(0,1)*N0)/3.0;
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outPatch[gl_InvocationID].b120 = (2.0*P1 + P0 - wij(1,0)*N1)/3.0;
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outPatch[gl_InvocationID].b021 = (2.0*P1 + P2 - wij(1,2)*N1)/3.0;
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outPatch[gl_InvocationID].b012 = (2.0*P2 + P1 - wij(2,1)*N2)/3.0;
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outPatch[gl_InvocationID].b102 = (2.0*P2 + P0 - wij(2,0)*N2)/3.0;
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outPatch[gl_InvocationID].b201 = (2.0*P0 + P2 - wij(0,2)*N0)/3.0;
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float E = ( outPatch[gl_InvocationID].b210
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+ outPatch[gl_InvocationID].b120
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+ outPatch[gl_InvocationID].b021
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+ outPatch[gl_InvocationID].b012
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+ outPatch[gl_InvocationID].b102
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+ outPatch[gl_InvocationID].b201 ) / 6.0;
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float V = (P0 + P1 + P2)/3.0;
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outPatch[gl_InvocationID].b111 = E + (E - V)*0.5;
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outPatch[gl_InvocationID].n110 = N0+N1-vij(0,1)*(P1-P0);
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outPatch[gl_InvocationID].n011 = N1+N2-vij(1,2)*(P2-P1);
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outPatch[gl_InvocationID].n101 = N2+N0-vij(2,0)*(P0-P2);
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// set tess levels
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gl_TessLevelOuter[gl_InvocationID] = ubo.tessLevel;
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gl_TessLevelInner[0] = ubo.tessLevel;
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}
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BIN
data/shaders/glsl/tessellation/pntriangles.tesc.spv
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data/shaders/glsl/tessellation/pntriangles.tesc.spv
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data/shaders/glsl/tessellation/pntriangles.tese
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data/shaders/glsl/tessellation/pntriangles.tese
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#version 450
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// PN patch data
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struct PnPatch
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{
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float b210;
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float b120;
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float b021;
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float b012;
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float b102;
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float b201;
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float b111;
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float n110;
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float n011;
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float n101;
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};
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layout (binding = 1) uniform UBO
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{
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mat4 projection;
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mat4 model;
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float tessAlpha;
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} ubo;
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layout(triangles, fractional_odd_spacing, ccw) in;
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layout(location = 0) in vec3 iNormal[];
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layout(location = 3) in vec2 iTexCoord[];
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layout(location = 6) in PnPatch iPnPatch[];
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layout(location = 0) out vec3 oNormal;
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layout(location = 1) out vec2 oTexCoord;
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#define uvw gl_TessCoord
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void main()
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{
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vec3 uvwSquared = uvw * uvw;
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vec3 uvwCubed = uvwSquared * uvw;
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// extract control points
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vec3 b210 = vec3(iPnPatch[0].b210, iPnPatch[1].b210, iPnPatch[2].b210);
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vec3 b120 = vec3(iPnPatch[0].b120, iPnPatch[1].b120, iPnPatch[2].b120);
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vec3 b021 = vec3(iPnPatch[0].b021, iPnPatch[1].b021, iPnPatch[2].b021);
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vec3 b012 = vec3(iPnPatch[0].b012, iPnPatch[1].b012, iPnPatch[2].b012);
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vec3 b102 = vec3(iPnPatch[0].b102, iPnPatch[1].b102, iPnPatch[2].b102);
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vec3 b201 = vec3(iPnPatch[0].b201, iPnPatch[1].b201, iPnPatch[2].b201);
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vec3 b111 = vec3(iPnPatch[0].b111, iPnPatch[1].b111, iPnPatch[2].b111);
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// extract control normals
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vec3 n110 = normalize(vec3(iPnPatch[0].n110, iPnPatch[1].n110, iPnPatch[2].n110));
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vec3 n011 = normalize(vec3(iPnPatch[0].n011, iPnPatch[1].n011, iPnPatch[2].n011));
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vec3 n101 = normalize(vec3(iPnPatch[0].n101, iPnPatch[1].n101, iPnPatch[2].n101));
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// compute texcoords
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oTexCoord = gl_TessCoord[2]*iTexCoord[0] + gl_TessCoord[0]*iTexCoord[1] + gl_TessCoord[1]*iTexCoord[2];
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// normal
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// Barycentric normal
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vec3 barNormal = gl_TessCoord[2]*iNormal[0] + gl_TessCoord[0]*iNormal[1] + gl_TessCoord[1]*iNormal[2];
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vec3 pnNormal = iNormal[0]*uvwSquared[2] + iNormal[1]*uvwSquared[0] + iNormal[2]*uvwSquared[1]
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+ n110*uvw[2]*uvw[0] + n011*uvw[0]*uvw[1]+ n101*uvw[2]*uvw[1];
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oNormal = ubo.tessAlpha*pnNormal + (1.0-ubo.tessAlpha) * barNormal;
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// compute interpolated pos
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vec3 barPos = gl_TessCoord[2]*gl_in[0].gl_Position.xyz
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+ gl_TessCoord[0]*gl_in[1].gl_Position.xyz
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+ gl_TessCoord[1]*gl_in[2].gl_Position.xyz;
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// save some computations
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uvwSquared *= 3.0;
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// compute PN position
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vec3 pnPos = gl_in[0].gl_Position.xyz*uvwCubed[2]
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+ gl_in[1].gl_Position.xyz*uvwCubed[0]
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+ gl_in[2].gl_Position.xyz*uvwCubed[1]
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+ b210*uvwSquared[2]*uvw[0]
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+ b120*uvwSquared[0]*uvw[2]
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+ b201*uvwSquared[2]*uvw[1]
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+ b021*uvwSquared[0]*uvw[1]
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+ b102*uvwSquared[1]*uvw[2]
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+ b012*uvwSquared[1]*uvw[0]
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+ b111*6.0*uvw[0]*uvw[1]*uvw[2];
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// final position and normal
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vec3 finalPos = (1.0-ubo.tessAlpha)*barPos + ubo.tessAlpha*pnPos;
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gl_Position = ubo.projection * ubo.model * vec4(finalPos,1.0);
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}
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BIN
data/shaders/glsl/tessellation/pntriangles.tese.spv
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data/shaders/glsl/tessellation/pntriangles.tese.spv
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