162 lines
4.2 KiB
GLSL
162 lines
4.2 KiB
GLSL
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#version 330
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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uniform vec3 light_position;
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uniform mat4 proj, model, view;
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uniform float scale, inv_scale;
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uniform float show_uvs;
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uniform vec3 camera_local;
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in vData {
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vec3 normal;
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vec3 normal_data;
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vec3 tangent;
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vec3 uv;
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vec4 color;
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} vertices[];
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out fData {
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vec3 to_eye;
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vec3 to_light;
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vec3 normal;
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vec2 texcoord;
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vec4 color;
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} frag;
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#if ROSY == 2
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vec3 compat_orientation(vec3 q, vec3 ref, vec3 n) {
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return q * sign(dot(q, ref));
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}
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#elif ROSY == 4
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vec3 compat_orientation(vec3 q, vec3 ref, vec3 n) {
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vec3 t = cross(n, q);
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float dp0 = dot(q, ref), dp1 = dot(t, ref);
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if (abs(dp0) > abs(dp1))
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return q * sign(dp0);
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else
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return t * sign(dp1);
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}
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#else
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vec3 rotate60(vec3 d, vec3 n) { return 0.8660254037 * cross(n, d) + 0.5 * (d + n * dot(n, d)); }
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vec3 compat_orientation(vec3 q, vec3 ref, vec3 n) {
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vec3 t[3] = vec3[](rotate60(q, -n), q, rotate60(q, n));
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float dp[3] = float[](dot(t[0], ref), dot(t[1], ref), dot(t[2], ref));
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float abs_dp[3] = float[](abs(dp[0]), abs(dp[1]), abs(dp[2]));
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if (abs_dp[0] >= abs_dp[1] && abs_dp[0] >= abs_dp[2])
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return t[0] * sign(dp[0]);
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else if (abs_dp[1] >= abs_dp[0] && abs_dp[1] >= abs_dp[2])
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return t[1] * sign(dp[1]);
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else
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return t[2] * sign(dp[2]);
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}
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#endif
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#if POSY == 4
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vec3 compat_position(vec3 o, vec3 ref, vec3 q, vec3 t, vec3 n) {
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vec3 d = ref - o;
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return o +
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q * round(dot(q, d) * inv_scale) * scale +
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t * round(dot(t, d) * inv_scale) * scale;
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}
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#else
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vec3 compat_position(vec3 o, vec3 ref, vec3 q, in vec3 t, vec3 n) {
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vec3 d = ref - o;
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t = rotate60(q, n);
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float dpq = dot(q, d), dpt = dot(t, d);
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float u = floor(( 4*dpq - 2*dpt) * (1.0f / 3.0f) * inv_scale);
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float v = floor((-2*dpq + 4*dpt) * (1.0f / 3.0f) * inv_scale);
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q *= scale; t *= scale;
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o = o + q*u + t*v - ref;
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vec3 candidates[] = vec3[4](o, o+q, o+t, o+q+t);
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float best_length = 1e20;
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int best_index = -1;
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for (int i=0; i<4; ++i) {
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float length = dot(candidates[i], candidates[i]);
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if (length < best_length) {
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best_length = length;
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best_index = i;
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}
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}
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return candidates[best_index] + ref;
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}
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#endif
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void main() {
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vec3 face_normal = normalize(cross(
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gl_in[1].gl_Position.xyz-gl_in[0].gl_Position.xyz,
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gl_in[2].gl_Position.xyz-gl_in[0].gl_Position.xyz));
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if (dot(gl_in[0].gl_Position.xyz - camera_local, face_normal) > 0.0)
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return;
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vec2 texcoord[3];
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if (show_uvs == 1.0) {
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/* Step 1: Rotate everthing into the triangle plane */
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vec3 tangents[3], uv[3];
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for (int i=0; i<3; ++i) {
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float cosTheta = dot(vertices[i].normal_data, face_normal);
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if (cosTheta < 0.9999f) {
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vec3 axis = cross(vertices[i].normal_data, face_normal);
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float sinTheta2 = dot(axis, axis),
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factor = (1.0 - cosTheta) / sinTheta2;
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vec3 v_tangent = vertices[i].tangent;
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tangents[i] = v_tangent * cosTheta + cross(axis, v_tangent)
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+ axis * dot(axis, v_tangent) * factor;
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vec3 v_uv = vertices[i].uv - gl_in[i].gl_Position.xyz;
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uv[i] = v_uv * cosTheta + cross(axis, v_uv)
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+ axis * dot(axis, v_uv) * factor + gl_in[i].gl_Position.xyz;
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} else {
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tangents[i] = vertices[i].tangent;
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uv[i] = vertices[i].uv;
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}
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}
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/* Step 2: search orientation field quotient space */
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for (int i=1; i<3; ++i)
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tangents[i] = compat_orientation(tangents[i], tangents[0], face_normal);
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vec3 bitangents[3];
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for (int i=0; i<3; ++i)
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bitangents[i] = cross(face_normal, tangents[i]);
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/* Step 3: search position field quotient space */
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for (int i=1; i<3; ++i)
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uv[i] = compat_position(uv[i], uv[0], tangents[i], bitangents[i], face_normal);
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/* Step 4: compute uv coordinates */
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for (int i=0; i<3; ++i) {
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vec3 rel = gl_in[i].gl_Position.xyz - uv[i];
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texcoord[i] = vec2(
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dot(rel, tangents[i]) * inv_scale,
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dot(rel, bitangents[i]) * inv_scale
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);
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}
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}
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for (int i=0; i<3; ++i) {
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vec4 pos_camera = view * (model * gl_in[i].gl_Position);
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vec3 vn = vertices[i].normal;
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gl_Position = proj * pos_camera;
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frag.to_light = (view * vec4(light_position, 1.0)).xyz - pos_camera.xyz;
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frag.to_eye = -pos_camera.xyz;
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frag.normal = (model * (view * vec4(vn, 0.0))).xyz;
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frag.texcoord = texcoord[i];
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frag.color = vertices[i].color;
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EmitVertex();
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}
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EndPrimitive();
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}
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