-
Notifications
You must be signed in to change notification settings - Fork 16
/
Copy pathTessWarping.glsl
209 lines (159 loc) · 3.94 KB
/
TessWarping.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
-- Simple.VS
in vec3 Position;
out vec3 vPosition;
out int vInstanceID;
void main()
{
vInstanceID = gl_InstanceID;
vPosition = Position;
}
-- Simple.TCS
layout(vertices = 2) out;
in vec3 vPosition[];
out vec3 tcPosition[];
in int vInstanceID[];
out int tcInstanceID[];
uniform float TessLevel;
#define ID gl_InvocationID
void main()
{
tcPosition[ID] = vPosition[ID];
tcInstanceID[ID] = vInstanceID[ID];
gl_TessLevelOuter[0] = 1;
gl_TessLevelOuter[1] = TessLevel;
}
-- Simple.TES
layout(isolines) in;
in vec3 tcPosition[];
in int tcInstanceID[];
uniform mat4 ModelviewProjection[7];
uniform float Power = 0.5;
vec4 Distort(vec4 p)
{
vec2 v = p.xy / p.w;
// Convert to polar coords:
float theta = atan(v.y,v.x);
float radius = length(v);
// Distort:
radius = pow(radius, Power);
// Convert back to Cartesian:
v.x = radius * cos(theta);
v.y = radius * sin(theta);
p.xy = v.xy * p.w;
return p;
}
void main()
{
vec3 p0 = gl_TessCoord.x * tcPosition[0];
vec3 p1 = (1.0 - gl_TessCoord.x) * tcPosition[1];
vec4 p = ModelviewProjection[tcInstanceID[0]] * vec4(p0 + p1, 1);
gl_Position = Distort(p);
}
-- Simple.FS
out vec4 FragColor;
uniform vec4 Color;
void main()
{
FragColor = Color;
}
-- Lit.VS
in vec4 Position;
out vec3 vPosition;
out int vInstanceID;
void main()
{
vInstanceID = gl_InstanceID;
vPosition = Position.xyz;
}
-- Lit.TCS
layout(vertices = 3) out;
in vec3 vPosition[];
out vec3 tcPosition[];
in int vInstanceID[];
out int tcInstanceID[];
uniform float TessLevel;
#define ID gl_InvocationID
void main()
{
tcPosition[ID] = vPosition[ID];
tcInstanceID[ID] = vInstanceID[ID];
gl_TessLevelInner[0] = gl_TessLevelOuter[0] =
gl_TessLevelOuter[1] = gl_TessLevelOuter[2] = TessLevel;
}
-- Lit.TES
layout(triangles, equal_spacing, ccw) in;
in vec3 tcPosition[];
out vec3 tePosition;
in int tcInstanceID[];
out int teInstanceID;
uniform mat4 ModelviewProjection[7];
uniform float Power;
vec4 Distort(vec4 p)
{
vec2 v = p.xy / p.w;
// Convert to polar coords:
float theta = atan(v.y,v.x);
float radius = length(v);
// Distort:
radius = pow(radius, Power);
// Convert back to Cartesian:
v.x = radius * cos(theta);
v.y = radius * sin(theta);
p.xy = v.xy * p.w;
return p;
}
void main()
{
vec3 p0 = gl_TessCoord.x * tcPosition[0];
vec3 p1 = gl_TessCoord.y * tcPosition[1];
vec3 p2 = gl_TessCoord.z * tcPosition[2];
tePosition = (p0 + p1 + p2);
teInstanceID = tcInstanceID[0];
vec4 p = ModelviewProjection[teInstanceID] * vec4(tePosition, 1);
gl_Position = Distort(p);
}
-- Lit.GS
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
in vec3 tePosition[3];
out vec3 gNormal;
in int teInstanceID[3];
out float gDistance[4];
flat out int gInstanceID;
void main()
{
gInstanceID = teInstanceID[0];
vec3 A = tePosition[2] - tePosition[0];
vec3 B = tePosition[1] - tePosition[0];
gNormal = normalize(cross(A, B));
for (int j = 0; j < 3; j++) {
gl_Position = gl_in[j].gl_Position;
EmitVertex();
}
EndPrimitive();
}
-- Lit.FS
in vec3 gNormal;
flat in int gInstanceID;
out vec4 FragColor;
uniform vec3 AmbientMaterial = vec3(0.2, 0.2, 0.2);
uniform vec3 SpecularMaterial = vec3(0.5, 0.5, 0.5);
uniform vec4 FrontMaterial = vec4(0.75, 0.75, 0.5, 0.5);
uniform vec4 BackMaterial = vec4(0.75, 0.75, 0.5, 0.5);
uniform float Shininess = 7;
uniform vec3 Hhat[7];
uniform vec3 Lhat[7];
void main()
{
vec3 N = -normalize(gNormal);
if (!gl_FrontFacing)
N = -N;
float df = max(0.0, dot(N, Lhat[gInstanceID]));
float sf = max(0.0, dot(N, Hhat[gInstanceID]));
sf = pow(sf, Shininess);
vec3 diffuse = gl_FrontFacing ? FrontMaterial.rgb : BackMaterial.rgb;
vec3 lighting = AmbientMaterial + df * diffuse;
if (gl_FrontFacing)
lighting += sf * SpecularMaterial;
FragColor = vec4(lighting, FrontMaterial.a);
}