procedural-3d-engine/data/shaders/tessellation/pntriangles.tese
2016-02-16 15:07:25 +01:00

179 lines
No EOL
5.4 KiB
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
// PN patch data
struct PnPatch
{
float b210;
float b120;
float b021;
float b012;
float b102;
float b201;
float b111;
float n110;
float n011;
float n101;
};
layout (binding = 1) uniform UBO
{
mat4 projection;
mat4 model;
float tessAlpha;
} ubo;
layout(triangles, fractional_odd_spacing, ccw) in;
layout(location = 0) in vec3 iNormal[];
layout(location = 3) in vec2 iTexCoord[];
layout(location = 6) in PnPatch iPnPatch[];
layout(location = 0) out vec3 oNormal;
layout(location = 1) out vec2 oTexCoord;
#define uvw gl_TessCoord
void main()
{
vec3 uvwSquared = uvw * uvw;
vec3 uvwCubed = uvwSquared * uvw;
// extract control points
vec3 b210 = vec3(iPnPatch[0].b210, iPnPatch[1].b210, iPnPatch[2].b210);
vec3 b120 = vec3(iPnPatch[0].b120, iPnPatch[1].b120, iPnPatch[2].b120);
vec3 b021 = vec3(iPnPatch[0].b021, iPnPatch[1].b021, iPnPatch[2].b021);
vec3 b012 = vec3(iPnPatch[0].b012, iPnPatch[1].b012, iPnPatch[2].b012);
vec3 b102 = vec3(iPnPatch[0].b102, iPnPatch[1].b102, iPnPatch[2].b102);
vec3 b201 = vec3(iPnPatch[0].b201, iPnPatch[1].b201, iPnPatch[2].b201);
vec3 b111 = vec3(iPnPatch[0].b111, iPnPatch[1].b111, iPnPatch[2].b111);
// extract control normals
vec3 n110 = normalize(vec3(iPnPatch[0].n110,
iPnPatch[1].n110,
iPnPatch[2].n110));
vec3 n011 = normalize(vec3(iPnPatch[0].n011,
iPnPatch[1].n011,
iPnPatch[2].n011));
vec3 n101 = normalize(vec3(iPnPatch[0].n101,
iPnPatch[1].n101,
iPnPatch[2].n101));
// compute texcoords
oTexCoord = gl_TessCoord[2]*iTexCoord[0]
+ gl_TessCoord[0]*iTexCoord[1]
+ gl_TessCoord[1]*iTexCoord[2];
// normal
vec3 barNormal = gl_TessCoord[2]*iNormal[0]
+ gl_TessCoord[0]*iNormal[1]
+ gl_TessCoord[1]*iNormal[2];
vec3 pnNormal = iNormal[0]*uvwSquared[2]
+ iNormal[1]*uvwSquared[0]
+ iNormal[2]*uvwSquared[1]
+ n110*uvw[2]*uvw[0]
+ n011*uvw[0]*uvw[1]
+ n101*uvw[2]*uvw[1];
oNormal = ubo.tessAlpha*pnNormal + (1.0-ubo.tessAlpha)*barNormal;
// compute interpolated pos
vec3 barPos = gl_TessCoord[2]*gl_in[0].gl_Position.xyz
+ gl_TessCoord[0]*gl_in[1].gl_Position.xyz
+ gl_TessCoord[1]*gl_in[2].gl_Position.xyz;
// save some computations
uvwSquared *= 3.0;
// compute PN position
vec3 pnPos = gl_in[0].gl_Position.xyz*uvwCubed[2]
+ gl_in[1].gl_Position.xyz*uvwCubed[0]
+ gl_in[2].gl_Position.xyz*uvwCubed[1]
+ b210*uvwSquared[2]*uvw[0]
+ b120*uvwSquared[0]*uvw[2]
+ b201*uvwSquared[2]*uvw[1]
+ b021*uvwSquared[0]*uvw[1]
+ b102*uvwSquared[1]*uvw[2]
+ b012*uvwSquared[1]*uvw[0]
+ b111*6.0*uvw[0]*uvw[1]*uvw[2];
// final position and normal
vec3 finalPos = (1.0-ubo.tessAlpha)*barPos + ubo.tessAlpha*pnPos;
gl_Position = ubo.projection * ubo.model * vec4(finalPos,1.0);
}
/*
struct PnPatch
{
float barycentric[7];
float normals[3];
};
layout (binding = 1) uniform UBO
{
mat4 projection;
mat4 model;
float tessAlpha;
} ubo;
layout(triangles, equal_spacing, ccw) in;
layout(location = 0) in vec3 inNormal[];
layout(location = 1) in PnPatch inPatch[];
layout(location = 0) out vec3 outNormal;
void main()
{
vec3 uvwSquared = gl_TessCoord * gl_TessCoord;
vec3 uvwCubed = uvwSquared * gl_TessCoord;
// Get barycentric coordinates
vec3 barycentric[7];
for (int i = 0; i < barycentric.length(); ++i)
{
barycentric[i] = vec3(inPatch[0].barycentric[i], inPatch[1].barycentric[i], inPatch[2].barycentric[i]);
}
// Normal control points
vec3 normals[3];
for (int i = 0; i < normals.length(); ++i)
{
normals[i] = normalize(vec3(inPatch[0].normals[i], inPatch[1].normals[i], inPatch[2].normals[i]));
}
// Calculate normals
vec3 barNormal = gl_TessCoord[2] * inNormal[0] + gl_TessCoord[0] * inNormal[1] + gl_TessCoord[1] * inNormal[2];
vec3 pnNormal = inNormal[0] * uvwSquared[2]
+ inNormal[1] * uvwSquared[0]
+ inNormal[2] * uvwSquared[1]
+ normals[0] * gl_TessCoord[2] * gl_TessCoord[0]
+ normals[1] * gl_TessCoord[0] * gl_TessCoord[1]
+ normals[2] * gl_TessCoord[2] * gl_TessCoord[1];
outNormal = ubo.tessAlpha * pnNormal + (1.0-ubo.tessAlpha) * barNormal;
// Interpolate position
vec3 barPos = gl_TessCoord[2] * gl_in[0].gl_Position.xyz
+ gl_TessCoord[0] * gl_in[1].gl_Position.xyz
+ gl_TessCoord[1] * gl_in[2].gl_Position.xyz;
uvwSquared *= 3.0;
// PN positions
vec3 pnPos = gl_in[0].gl_Position.xyz * uvwCubed[2]
+ gl_in[1].gl_Position.xyz * uvwCubed[0]
+ gl_in[2].gl_Position.xyz * uvwCubed[1]
+ barycentric[0] * uvwSquared[2] * gl_TessCoord[0]
+ barycentric[1] * uvwSquared[0] * gl_TessCoord[2]
+ barycentric[5] * uvwSquared[2] * gl_TessCoord[1]
+ barycentric[2] * uvwSquared[0] * gl_TessCoord[1]
+ barycentric[4] * uvwSquared[1] * gl_TessCoord[2]
+ barycentric[3] * uvwSquared[1] * gl_TessCoord[0]
+ barycentric[6] * 6.0 * gl_TessCoord[0] * gl_TessCoord[1] * gl_TessCoord[2];
vec3 finalPos = (1.0 - ubo.tessAlpha) * barPos + ubo.tessAlpha * pnPos;
gl_Position = ubo.projection * ubo.model * vec4(finalPos, 1.0);
}
*/