diff options
Diffstat (limited to 'source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl')
-rw-r--r-- | source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl new file mode 100644 index 00000000000..41a8df3cf82 --- /dev/null +++ b/source/blender/draw/intern/shaders/common_subdiv_vbo_lnor_comp.glsl @@ -0,0 +1,52 @@ + +/* To be compile with common_subdiv_lib.glsl */ + +layout(std430, binding = 1) readonly buffer inputVertexData +{ + PosNorLoop pos_nor[]; +}; + +layout(std430, binding = 2) readonly buffer extraCoarseFaceData +{ + uint extra_coarse_face_data[]; +}; + +layout(std430, binding = 3) writeonly buffer outputLoopNormals +{ + vec3 output_lnor[]; +}; + +void main() +{ + /* We execute for each quad. */ + uint quad_index = get_global_invocation_index(); + if (quad_index >= total_dispatch_size) { + return; + } + + /* The start index of the loop is quad_index * 4. */ + uint start_loop_index = quad_index * 4; + + uint coarse_quad_index = coarse_polygon_index_from_subdiv_quad_index(quad_index, + coarse_poly_count); + + if ((extra_coarse_face_data[coarse_quad_index] & coarse_face_smooth_mask) != 0) { + /* Face is smooth, use vertex normals. */ + for (int i = 0; i < 4; i++) { + PosNorLoop pos_nor_loop = pos_nor[start_loop_index + i]; + output_lnor[start_loop_index + i] = get_vertex_nor(pos_nor_loop); + } + } + else { + /* Face is flat shaded, compute flat face normal from an inscribed triangle. */ + vec3 verts[3]; + for (int i = 0; i < 3; i++) { + verts[i] = get_vertex_pos(pos_nor[start_loop_index + i]); + } + + vec3 face_normal = normalize(cross(verts[1] - verts[0], verts[2] - verts[0])); + for (int i = 0; i < 4; i++) { + output_lnor[start_loop_index + i] = face_normal; + } + } +} |