179 lines
No EOL
5.4 KiB
GLSL
179 lines
No EOL
5.4 KiB
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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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,
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iPnPatch[1].n110,
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iPnPatch[2].n110));
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vec3 n011 = normalize(vec3(iPnPatch[0].n011,
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iPnPatch[1].n011,
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iPnPatch[2].n011));
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vec3 n101 = normalize(vec3(iPnPatch[0].n101,
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iPnPatch[1].n101,
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iPnPatch[2].n101));
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// compute texcoords
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oTexCoord = gl_TessCoord[2]*iTexCoord[0]
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+ gl_TessCoord[0]*iTexCoord[1]
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+ gl_TessCoord[1]*iTexCoord[2];
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// normal
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vec3 barNormal = gl_TessCoord[2]*iNormal[0]
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+ gl_TessCoord[0]*iNormal[1]
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+ gl_TessCoord[1]*iNormal[2];
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vec3 pnNormal = iNormal[0]*uvwSquared[2]
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+ iNormal[1]*uvwSquared[0]
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+ iNormal[2]*uvwSquared[1]
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+ n110*uvw[2]*uvw[0]
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+ n011*uvw[0]*uvw[1]
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+ 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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/*
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struct PnPatch
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{
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float barycentric[7];
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float normals[3];
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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, equal_spacing, ccw) in;
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layout(location = 0) in vec3 inNormal[];
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layout(location = 1) in PnPatch inPatch[];
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layout(location = 0) out vec3 outNormal;
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void main()
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{
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vec3 uvwSquared = gl_TessCoord * gl_TessCoord;
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vec3 uvwCubed = uvwSquared * gl_TessCoord;
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// Get barycentric coordinates
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vec3 barycentric[7];
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for (int i = 0; i < barycentric.length(); ++i)
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{
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barycentric[i] = vec3(inPatch[0].barycentric[i], inPatch[1].barycentric[i], inPatch[2].barycentric[i]);
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}
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// Normal control points
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vec3 normals[3];
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for (int i = 0; i < normals.length(); ++i)
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{
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normals[i] = normalize(vec3(inPatch[0].normals[i], inPatch[1].normals[i], inPatch[2].normals[i]));
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}
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// Calculate normals
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vec3 barNormal = gl_TessCoord[2] * inNormal[0] + gl_TessCoord[0] * inNormal[1] + gl_TessCoord[1] * inNormal[2];
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vec3 pnNormal = inNormal[0] * uvwSquared[2]
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+ inNormal[1] * uvwSquared[0]
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+ inNormal[2] * uvwSquared[1]
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+ normals[0] * gl_TessCoord[2] * gl_TessCoord[0]
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+ normals[1] * gl_TessCoord[0] * gl_TessCoord[1]
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+ normals[2] * gl_TessCoord[2] * gl_TessCoord[1];
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outNormal = ubo.tessAlpha * pnNormal + (1.0-ubo.tessAlpha) * barNormal;
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// Interpolate position
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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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uvwSquared *= 3.0;
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// PN positions
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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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+ barycentric[0] * uvwSquared[2] * gl_TessCoord[0]
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+ barycentric[1] * uvwSquared[0] * gl_TessCoord[2]
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+ barycentric[5] * uvwSquared[2] * gl_TessCoord[1]
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+ barycentric[2] * uvwSquared[0] * gl_TessCoord[1]
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+ barycentric[4] * uvwSquared[1] * gl_TessCoord[2]
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+ barycentric[3] * uvwSquared[1] * gl_TessCoord[0]
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+ barycentric[6] * 6.0 * gl_TessCoord[0] * gl_TessCoord[1] * gl_TessCoord[2];
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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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*/ |