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/* To be compiled with common_subdiv_lib.glsl */
layout(std430, binding = 1) readonly buffer inputVertexData
{
PosNorLoop pos_nor[];
};
layout(std430, binding = 2) readonly buffer extraCoarseFaceData
{
uint extra_coarse_face_data[];
};
layout(std430, binding = 3) writeonly buffer outputLoopNormals
{
LoopNormal output_lnor[];
};
bool is_face_selected(uint coarse_quad_index)
{
return (extra_coarse_face_data[coarse_quad_index] & coarse_face_select_mask) != 0;
}
void main()
{
/* We execute for each quad. */
uint quad_index = get_global_invocation_index();
if (quad_index >= total_dispatch_size) {
return;
}
/* The start index of the loop is quad_index * 4. */
uint start_loop_index = quad_index * 4;
uint coarse_quad_index = coarse_polygon_index_from_subdiv_quad_index(quad_index,
coarse_poly_count);
if ((extra_coarse_face_data[coarse_quad_index] & coarse_face_smooth_mask) != 0) {
/* Face is smooth, use vertex normals. */
for (int i = 0; i < 4; i++) {
PosNorLoop pos_nor_loop = pos_nor[start_loop_index + i];
output_lnor[start_loop_index + i] = get_normal_and_flag(pos_nor_loop);
}
}
else {
vec3 v0 = get_vertex_pos(pos_nor[start_loop_index + 0]);
vec3 v1 = get_vertex_pos(pos_nor[start_loop_index + 1]);
vec3 v2 = get_vertex_pos(pos_nor[start_loop_index + 2]);
vec3 v3 = get_vertex_pos(pos_nor[start_loop_index + 3]);
vec3 face_normal = vec3(0.0);
add_newell_cross_v3_v3v3(face_normal, v0, v1);
add_newell_cross_v3_v3v3(face_normal, v1, v2);
add_newell_cross_v3_v3v3(face_normal, v2, v3);
add_newell_cross_v3_v3v3(face_normal, v3, v0);
face_normal = normalize(face_normal);
LoopNormal loop_normal;
loop_normal.nx = face_normal.x;
loop_normal.ny = face_normal.y;
loop_normal.nz = face_normal.z;
loop_normal.flag = 0.0;
if (is_face_selected(coarse_quad_index)) {
loop_normal.flag = 1.0;
}
for (int i = 0; i < 4; i++) {
output_lnor[start_loop_index + i] = loop_normal;
}
}
}
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