/* To be compiled with common_hair_lib.glsl */ out vec4 finalColor; vec4 get_weights_cardinal(float t) { float t2 = t * t; float t3 = t2 * t; #if defined(CARDINAL) float fc = 0.71; #else /* defined(CATMULL_ROM) */ float fc = 0.5; #endif vec4 weights; /* GLSL Optimized version of key_curve_position_weights() */ float fct = t * fc; float fct2 = t2 * fc; float fct3 = t3 * fc; weights.x = (fct2 * 2.0 - fct3) - fct; weights.y = (t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0; weights.z = (-t3 * 2.0 + fct3) + (t2 * 3.0 - (2.0 * fct2)) + fct; weights.w = fct3 - fct2; return weights; } /* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */ vec4 get_weights_bspline(float t) { float t2 = t * t; float t3 = t2 * t; vec4 weights; /* GLSL Optimized version of key_curve_position_weights() */ weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666); weights.y = (0.5 * t3 - t2 + 0.66666666); weights.w = (0.16666666 * t3); return weights; } vec4 interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w) { return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w; } #ifdef TF_WORKAROUND uniform int targetWidth; uniform int targetHeight; uniform int idOffset; #endif void main(void) { float interp_time; vec4 data0, data1, data2, data3; hair_get_interp_attrs(data0, data1, data2, data3, interp_time); vec4 weights = get_weights_cardinal(interp_time); finalColor = interp_data(data0, data1, data2, data3, weights); #ifdef TF_WORKAROUND int id = gl_VertexID - idOffset; gl_Position.x = ((float(id % targetWidth) + 0.5) / float(targetWidth)) * 2.0 - 1.0; gl_Position.y = ((float(id / targetWidth) + 0.5) / float(targetHeight)) * 2.0 - 1.0; gl_Position.z = 0.0; gl_Position.w = 1.0; gl_PointSize = 1.0; #endif }