Welcome to mirror list, hosted at ThFree Co, Russian Federation.

common_hair_refine_vert.glsl « shaders « intern « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 3f5e3f8226f4c4e94c10efa40440a3ab7da55e6a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71

/* 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
}