procedural-3d-engine/data/shaders/glsl/tessellation/pntriangles.tese
Sascha Willems feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00

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2.9 KiB
GLSL

#version 450
// 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, cw) 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
// Barycentric 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);
}