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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- // PN patch data
- struct PnPatch
- {
- float b210;
- float b120;
- float b021;
- float b012;
- float b102;
- float b201;
- float b111;
- float n110;
- float n011;
- float n101;
- };
-
- layout (binding = 1) uniform UBO
- {
- mat4 projection;
- mat4 model;
- float tessAlpha;
- } ubo;
-
- layout(triangles, fractional_odd_spacing, ccw) in;
-
- layout(location = 0) in vec3 iNormal[];
- layout(location = 3) in vec2 iTexCoord[];
- layout(location = 6) in PnPatch iPnPatch[];
-
- layout(location = 0) out vec3 oNormal;
- layout(location = 1) out vec2 oTexCoord;
-
- #define uvw gl_TessCoord
-
- void main()
- {
- vec3 uvwSquared = uvw * uvw;
- vec3 uvwCubed = uvwSquared * uvw;
-
- // extract control points
- vec3 b210 = vec3(iPnPatch[0].b210, iPnPatch[1].b210, iPnPatch[2].b210);
- vec3 b120 = vec3(iPnPatch[0].b120, iPnPatch[1].b120, iPnPatch[2].b120);
- vec3 b021 = vec3(iPnPatch[0].b021, iPnPatch[1].b021, iPnPatch[2].b021);
- vec3 b012 = vec3(iPnPatch[0].b012, iPnPatch[1].b012, iPnPatch[2].b012);
- vec3 b102 = vec3(iPnPatch[0].b102, iPnPatch[1].b102, iPnPatch[2].b102);
- vec3 b201 = vec3(iPnPatch[0].b201, iPnPatch[1].b201, iPnPatch[2].b201);
- vec3 b111 = vec3(iPnPatch[0].b111, iPnPatch[1].b111, iPnPatch[2].b111);
-
- // extract control normals
- vec3 n110 = normalize(vec3(iPnPatch[0].n110, iPnPatch[1].n110, iPnPatch[2].n110));
- vec3 n011 = normalize(vec3(iPnPatch[0].n011, iPnPatch[1].n011, iPnPatch[2].n011));
- vec3 n101 = normalize(vec3(iPnPatch[0].n101, iPnPatch[1].n101, iPnPatch[2].n101));
-
- // compute texcoords
- oTexCoord = gl_TessCoord[2]*iTexCoord[0] + gl_TessCoord[0]*iTexCoord[1] + gl_TessCoord[1]*iTexCoord[2];
-
- // normal
- // Barycentric normal
- vec3 barNormal = gl_TessCoord[2]*iNormal[0] + gl_TessCoord[0]*iNormal[1] + gl_TessCoord[1]*iNormal[2];
- vec3 pnNormal = iNormal[0]*uvwSquared[2] + iNormal[1]*uvwSquared[0] + iNormal[2]*uvwSquared[1]
- + n110*uvw[2]*uvw[0] + n011*uvw[0]*uvw[1]+ n101*uvw[2]*uvw[1];
- oNormal = ubo.tessAlpha*pnNormal + (1.0-ubo.tessAlpha) * barNormal;
-
- // compute interpolated pos
- vec3 barPos = gl_TessCoord[2]*gl_in[0].gl_Position.xyz
- + gl_TessCoord[0]*gl_in[1].gl_Position.xyz
- + gl_TessCoord[1]*gl_in[2].gl_Position.xyz;
-
- // save some computations
- uvwSquared *= 3.0;
-
- // compute PN position
- vec3 pnPos = gl_in[0].gl_Position.xyz*uvwCubed[2]
- + gl_in[1].gl_Position.xyz*uvwCubed[0]
- + gl_in[2].gl_Position.xyz*uvwCubed[1]
- + b210*uvwSquared[2]*uvw[0]
- + b120*uvwSquared[0]*uvw[2]
- + b201*uvwSquared[2]*uvw[1]
- + b021*uvwSquared[0]*uvw[1]
- + b102*uvwSquared[1]*uvw[2]
- + b012*uvwSquared[1]*uvw[0]
- + b111*6.0*uvw[0]*uvw[1]*uvw[2];
-
- // final position and normal
- vec3 finalPos = (1.0-ubo.tessAlpha)*barPos + ubo.tessAlpha*pnPos;
- gl_Position = ubo.projection * ubo.model * vec4(finalPos,1.0);
- }
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