/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2014 Blender Foundation. * All rights reserved. * * Contributor(s): Sergey Sharybin * * ***** END GPL LICENSE BLOCK ***** */ /* ***** Vertex shader ***** */ #extension GL_EXT_geometry_shader4 : enable #extension GL_ARB_gpu_shader5 : enable #extension GL_ARB_explicit_attrib_location : require #extension GL_ARB_uniform_buffer_object : require struct VertexData { vec4 position; vec3 normal; vec2 uv; }; #ifdef VERTEX_SHADER in vec3 normal; in vec4 position; uniform mat4 modelViewMatrix; uniform mat3 normalMatrix; out block { VertexData v; } outpt; void main() { outpt.v.position = modelViewMatrix * position; outpt.v.normal = normalize(normalMatrix * normal); /* Some compilers expects gl_Position to be written. * It's not needed once we explicitly switch to GLSL 1.40 or above. */ gl_Position = outpt.v.position; } #endif /* VERTEX_SHADER */ /* ***** geometry shader ***** */ #ifdef GEOMETRY_SHADER #ifndef GLSL_COMPAT_WORKAROUND layout(lines_adjacency) in; #ifndef WIREFRAME layout(triangle_strip, max_vertices = 4) out; #else layout(line_strip, max_vertices = 8) out; #endif #endif uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform int PrimitiveIdBase; uniform int osd_fvar_count; uniform int osd_active_uv_offset; in block { VertexData v; } inpt[4]; #define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \ { \ vec2 v[4]; \ int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \ for (int i = 0; i < 4; ++i) { \ int index = (primOffset + i) * osd_fvar_count + fvarOffset; \ v[i] = vec2(texelFetch(FVarDataBuffer, index).s, \ texelFetch(FVarDataBuffer, index + 1).s); \ } \ result = mix(mix(v[0], v[1], tessCoord.s), \ mix(v[3], v[2], tessCoord.s), \ tessCoord.t); \ } uniform samplerBuffer FVarDataBuffer; out block { VertexData v; } outpt; #ifdef FLAT_SHADING void emit(int index, vec3 normal) { outpt.v.position = inpt[index].v.position; outpt.v.normal = normal; /* TODO(sergey): Only uniform subdivisions atm. */ vec2 quadst[4] = vec2[](vec2(0,0), vec2(1,0), vec2(1,1), vec2(0,1)); vec2 st = quadst[index]; INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st); gl_Position = projectionMatrix * inpt[index].v.position; EmitVertex(); } # ifdef WIREFRAME void emit_edge(int v0, int v1, vec3 normal) { emit(v0, normal); emit(v1, normal); } # endif #else void emit(int index) { outpt.v.position = inpt[index].v.position; outpt.v.normal = inpt[index].v.normal; /* TODO(sergey): Only uniform subdivisions atm. */ vec2 quadst[4] = vec2[](vec2(0,0), vec2(1,0), vec2(1,1), vec2(0,1)); vec2 st = quadst[index]; INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st); gl_Position = projectionMatrix * inpt[index].v.position; EmitVertex(); } # ifdef WIREFRAME void emit_edge(int v0, int v1) { emit(v0); emit(v1); } # endif #endif void main() { gl_PrimitiveID = gl_PrimitiveIDIn; #ifdef FLAT_SHADING vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz; vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz; vec3 flat_normal = normalize(cross(B, A)); # ifndef WIREFRAME emit(0, flat_normal); emit(1, flat_normal); emit(3, flat_normal); emit(2, flat_normal); # else emit_edge(0, 1, flat_normal); emit_edge(1, 2, flat_normal); emit_edge(2, 3, flat_normal); emit_edge(3, 0, flat_normal); # endif #else # ifndef WIREFRAME emit(0); emit(1); emit(3); emit(2); # else emit_edge(0, 1); emit_edge(1, 2); emit_edge(2, 3); emit_edge(3, 0); # endif #endif EndPrimitive(); } #endif /* GEOMETRY_SHADER */ /* ***** Fragment shader ***** */ #ifdef FRAGMENT_SHADER #define MAX_LIGHTS 8 #define NUM_SOLID_LIGHTS 3 struct LightSource { vec4 position; vec4 ambient; vec4 diffuse; vec4 specular; vec4 spotDirection; #ifdef SUPPORT_COLOR_MATERIAL float constantAttenuation; float linearAttenuation; float quadraticAttenuation; float spotCutoff; float spotExponent; float spotCosCutoff; #endif }; layout(std140) uniform Lighting { LightSource lightSource[MAX_LIGHTS]; int num_enabled_lights; }; uniform vec4 diffuse; uniform vec4 specular; uniform float shininess; uniform sampler2D texture_buffer; in block { VertexData v; } inpt; void main() { #ifdef WIREFRAME gl_FragColor = diffuse; #else vec3 N = inpt.v.normal; if (!gl_FrontFacing) N = -N; /* Compute diffuse and specular lighting. */ vec3 L_diffuse = vec3(0.0); vec3 L_specular = vec3(0.0); #ifndef USE_COLOR_MATERIAL /* Assume NUM_SOLID_LIGHTS directional lights. */ for (int i = 0; i < NUM_SOLID_LIGHTS; i++) { vec4 Plight = lightSource[i].position; #ifdef USE_DIRECTIONAL_LIGHT vec3 l = (Plight.w == 0.0) ? normalize(Plight.xyz) : normalize(inpt.v.position.xyz); #else /* USE_DIRECTIONAL_LIGHT */ /* TODO(sergey): We can normalize it outside of the shader. */ vec3 l = normalize(Plight.xyz); #endif /* USE_DIRECTIONAL_LIGHT */ vec3 h = normalize(l + vec3(0, 0, 1)); float d = max(0.0, dot(N, l)); float s = pow(max(0.0, dot(N, h)), shininess); L_diffuse += d * lightSource[i].diffuse.rgb; L_specular += s * lightSource[i].specular.rgb; } #else /* USE_COLOR_MATERIAL */ vec3 varying_position = inpt.v.position.xyz; vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position): vec3(0.0, 0.0, -1.0); for (int i = 0; i < num_enabled_lights; i++) { /* todo: this is a slow check for disabled lights */ if (lightSource[i].specular.a == 0.0) continue; float intensity = 1.0; vec3 light_direction; if (lightSource[i].position.w == 0.0) { /* directional light */ light_direction = lightSource[i].position.xyz; } else { /* point light */ vec3 d = lightSource[i].position.xyz - varying_position; light_direction = normalize(d); /* spot light cone */ if (lightSource[i].spotCutoff < 90.0) { float cosine = max(dot(light_direction, -lightSource[i].spotDirection.xyz), 0.0); intensity = pow(cosine, lightSource[i].spotExponent); intensity *= step(lightSource[i].spotCosCutoff, cosine); } /* falloff */ float distance = length(d); intensity /= lightSource[i].constantAttenuation + lightSource[i].linearAttenuation * distance + lightSource[i].quadraticAttenuation * distance * distance; } /* diffuse light */ vec3 light_diffuse = lightSource[i].diffuse.rgb; float diffuse_bsdf = max(dot(N, light_direction), 0.0); L_diffuse += light_diffuse*diffuse_bsdf*intensity; /* specular light */ vec3 light_specular = lightSource[i].specular.rgb; vec3 H = normalize(light_direction - V); float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess); L_specular += light_specular*specular_bsdf * intensity; } #endif /* USE_COLOR_MATERIAL */ /* Compute diffuse color. */ #ifdef USE_TEXTURE_2D L_diffuse *= texture2D(texture_buffer, inpt.v.uv).rgb; #else L_diffuse *= diffuse.rgb; #endif /* Sum lighting. */ vec3 L = L_diffuse; if (shininess != 0) { L += L_specular * specular.rgb; } /* Write out fragment color. */ gl_FragColor = vec4(L, diffuse.a); #endif } #endif // FRAGMENT_SHADER