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/* 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
}
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