uniform mat4 ProjectionMatrix; uniform int PrimitiveIdBase; uniform int osd_active_uv_offset; layout(lines_adjacency) in; layout(triangle_strip, max_vertices = 4) out; in block { VertexData v; } inpt[]; /* compatibility */ out vec3 varnormal; out vec3 varposition; uniform bool osd_flat_shading; uniform int osd_fvar_count; #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); \ } #define INTERP_FACE_VARYING_ATT_2(result, fvarOffset, tessCoord) \ { \ vec2 tmp; \ INTERP_FACE_VARYING_2(tmp, fvarOffset, tessCoord); \ result = vec3(tmp, 0); \ } uniform samplerBuffer FVarDataBuffer; uniform isamplerBuffer FVarDataOffsetBuffer; out block { VertexData v; } outpt; void set_mtface_vertex_attrs(vec2 st); void emit_flat(int index, vec3 normal) { outpt.v.position = inpt[index].v.position; outpt.v.normal = normal; /* Compatibility */ varnormal = outpt.v.normal; varposition = outpt.v.position.xyz; /* 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); set_mtface_vertex_attrs(st); gl_Position = ProjectionMatrix * inpt[index].v.position; EmitVertex(); } void emit_smooth(int index) { outpt.v.position = inpt[index].v.position; outpt.v.normal = inpt[index].v.normal; /* Compatibility */ varnormal = outpt.v.normal; varposition = outpt.v.position.xyz; /* 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); set_mtface_vertex_attrs(st); gl_Position = ProjectionMatrix * inpt[index].v.position; EmitVertex(); } void main() { gl_PrimitiveID = gl_PrimitiveIDIn; if (osd_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)); emit_flat(0, flat_normal); emit_flat(1, flat_normal); emit_flat(3, flat_normal); emit_flat(2, flat_normal); } else { emit_smooth(0); emit_smooth(1); emit_smooth(3); emit_smooth(2); } EndPrimitive(); } void set_mtface_vertex_attrs(vec2 st) {