@tushar-br/editing-pack 1.0.194 → 1.0.195

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (450) hide show
  1. package/package.json +1 -1
  2. package/staging_area/Blender/blender.shared/shaderc_shared.dll +0 -0
  3. package/staging_area/Blender/blender.shared/sndfile.dll +0 -0
  4. package/staging_area/Blender/blender.shared/swresample-5.dll +0 -0
  5. package/staging_area/Blender/blender.shared/swscale-8.dll +0 -0
  6. package/staging_area/Blender/blender.shared/sycl8.dll +0 -0
  7. package/staging_area/Blender/blender.shared/tbb12.dll +0 -0
  8. package/staging_area/Blender/blender.shared/tbbmalloc.dll +0 -0
  9. package/staging_area/Blender/blender.shared/tbbmalloc_proxy.dll +0 -0
  10. package/staging_area/Blender/blender.shared/ur_adapter_level_zero.dll +0 -0
  11. package/staging_area/Blender/blender.shared/ur_adapter_level_zerod.dll +0 -0
  12. package/staging_area/Blender/blender.shared/ur_loader.dll +0 -0
  13. package/staging_area/Blender/blender.shared/ur_loaderd.dll +0 -0
  14. package/staging_area/Blender/blender.shared/ur_win_proxy_loader.dll +0 -0
  15. package/staging_area/Blender/blender.shared/ur_win_proxy_loaderd.dll +0 -0
  16. package/staging_area/Blender/blender.shared/usd/ar/resources/plugInfo.json +23 -0
  17. package/staging_area/Blender/blender.shared/usd/esf/resources/plugInfo.json +15 -0
  18. package/staging_area/Blender/blender.shared/usd/esfUsd/resources/plugInfo.json +15 -0
  19. package/staging_area/Blender/blender.shared/usd/exec/resources/plugInfo.json +15 -0
  20. package/staging_area/Blender/blender.shared/usd/execGeom/resources/plugInfo.json +23 -0
  21. package/staging_area/Blender/blender.shared/usd/execUsd/resources/plugInfo.json +15 -0
  22. package/staging_area/Blender/blender.shared/usd/glf/resources/plugInfo.json +14 -0
  23. package/staging_area/Blender/blender.shared/usd/glf/resources/shaders/pcfShader.glslfx +124 -0
  24. package/staging_area/Blender/blender.shared/usd/glf/resources/shaders/simpleLighting.glslfx +543 -0
  25. package/staging_area/Blender/blender.shared/usd/hd/resources/codegenTemplates/schemaClass.cpp +265 -0
  26. package/staging_area/Blender/blender.shared/usd/hd/resources/codegenTemplates/schemaClass.h +310 -0
  27. package/staging_area/Blender/blender.shared/usd/hd/resources/plugInfo.json +12 -0
  28. package/staging_area/Blender/blender.shared/usd/hdGp/resources/plugInfo.json +24 -0
  29. package/staging_area/Blender/blender.shared/usd/hdSt/resources/plugInfo.json +76 -0
  30. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/basisCurves.glslfx +1365 -0
  31. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/compute.glslfx +439 -0
  32. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/domeLight.glslfx +280 -0
  33. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/edgeId.glslfx +237 -0
  34. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackLighting.glslfx +59 -0
  35. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackLightingShader.glslfx +27 -0
  36. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackMaterialNetwork.glslfx +47 -0
  37. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackVolume.glslfx +97 -0
  38. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/frustumCull.glslfx +448 -0
  39. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/imageShader.glslfx +103 -0
  40. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/instancing.glslfx +217 -0
  41. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/invalidMaterialNetwork.glslfx +53 -0
  42. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/mesh.glslfx +1519 -0
  43. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshFaceCull.glslfx +40 -0
  44. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshNormal.glslfx +201 -0
  45. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshWire.glslfx +326 -0
  46. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/overlayShader.glslfx +66 -0
  47. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/pointDisk.glslfx +103 -0
  48. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/pointId.glslfx +87 -0
  49. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/points.glslfx +155 -0
  50. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/ptexTexture.glslfx +371 -0
  51. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/renderPass.glslfx +319 -0
  52. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/renderPassShader.glslfx +53 -0
  53. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/simpleLightingShader.glslfx +41 -0
  54. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/surfaceHelpers.glslfx +80 -0
  55. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/terminals.glslfx +458 -0
  56. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/visibility.glslfx +80 -0
  57. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/volume.glslfx +631 -0
  58. package/staging_area/Blender/blender.shared/usd/hdSt/resources/textures/fallbackBlackDomeLight.png +0 -0
  59. package/staging_area/Blender/blender.shared/usd/hdStorm/resources/plugInfo.json +22 -0
  60. package/staging_area/Blender/blender.shared/usd/hdsi/resources/plugInfo.json +20 -0
  61. package/staging_area/Blender/blender.shared/usd/hdx/resources/plugInfo.json +14 -0
  62. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/boundingBox.glslfx +52 -0
  63. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/colorChannel.glslfx +53 -0
  64. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/colorCorrection.glslfx +57 -0
  65. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/fullscreen.glslfx +48 -0
  66. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/oitResolveImageShader.glslfx +93 -0
  67. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/outline.glslfx +138 -0
  68. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPass.glslfx +405 -0
  69. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorAndSelectionShader.glslfx +56 -0
  70. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorShader.glslfx +55 -0
  71. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorWithOccludedSelectionShader.glslfx +55 -0
  72. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitOpaqueShader.glslfx +53 -0
  73. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitShader.glslfx +54 -0
  74. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitVolumeShader.glslfx +53 -0
  75. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassPickingShader.glslfx +51 -0
  76. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassShadowShader.glslfx +53 -0
  77. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/selection.glslfx +476 -0
  78. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/skydome.glslfx +46 -0
  79. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/visualize.glslfx +107 -0
  80. package/staging_area/Blender/blender.shared/usd/hdx/resources/textures/StinsonBeach.hdr +0 -0
  81. package/staging_area/Blender/blender.shared/usd/hdx/resources/textures/StinsonBeach.tex +0 -0
  82. package/staging_area/Blender/blender.shared/usd/hgiGL/resources/plugInfo.json +18 -0
  83. package/staging_area/Blender/blender.shared/usd/hgiVulkan/resources/plugInfo.json +18 -0
  84. package/staging_area/Blender/blender.shared/usd/hio/resources/plugInfo.json +25 -0
  85. package/staging_area/Blender/blender.shared/usd/hioOiio/resources/plugInfo.json +20 -0
  86. package/staging_area/Blender/blender.shared/usd/hioOpenVDB/resources/plugInfo.json +20 -0
  87. package/staging_area/Blender/blender.shared/usd/plugInfo.json +5 -0
  88. package/staging_area/Blender/blender.shared/usd/sdf/resources/plugInfo.json +94 -0
  89. package/staging_area/Blender/blender.shared/usd/sdr/resources/plugInfo.json +21 -0
  90. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/CMakeLists.txt +15 -0
  91. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/__init__.py +10 -0
  92. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/api.h +30 -0
  93. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/generatedSchema.classes.txt +16 -0
  94. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/generatedSchema.module.h +11 -0
  95. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/module.cpp +18 -0
  96. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/moduleDeps.cpp +27 -0
  97. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/plugInfo.json +15 -0
  98. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schema.usda +12 -0
  99. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaClass.cpp +438 -0
  100. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaClass.h +489 -0
  101. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaUserDoc.usda +20 -0
  102. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/tokens.cpp +30 -0
  103. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/tokens.h +74 -0
  104. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/wrapSchemaClass.cpp +328 -0
  105. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/wrapTokens.cpp +25 -0
  106. package/staging_area/Blender/blender.shared/usd/usd/resources/generatedSchema.usda +146 -0
  107. package/staging_area/Blender/blender.shared/usd/usd/resources/plugInfo.json +125 -0
  108. package/staging_area/Blender/blender.shared/usd/usd/resources/usd/schema.usda +538 -0
  109. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/generatedSchema.usda +2689 -0
  110. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/plugInfo.json +433 -0
  111. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/usdGeom/schema.usda +2775 -0
  112. package/staging_area/Blender/blender.shared/usd/usdGeomValidators/resources/plugInfo.json +39 -0
  113. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/generatedSchema.usda +28 -0
  114. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/plugInfo.json +38 -0
  115. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/shaders/empty.glslfx +18 -0
  116. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/shaders/shaderDefs.usda +252 -0
  117. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/usdHydra/schema.usda +201 -0
  118. package/staging_area/Blender/blender.shared/usd/usdImaging/resources/plugInfo.json +340 -0
  119. package/staging_area/Blender/blender.shared/usd/usdImagingGL/resources/plugInfo.json +12 -0
  120. package/staging_area/Blender/blender.shared/usd/usdLux/resources/generatedSchema.usda +1165 -0
  121. package/staging_area/Blender/blender.shared/usd/usdLux/resources/plugInfo.json +266 -0
  122. package/staging_area/Blender/blender.shared/usd/usdLux/resources/usdLux/schema.usda +1511 -0
  123. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/generatedSchema.usda +95 -0
  124. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/plugInfo.json +40 -0
  125. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/usdMedia/schema.usda +214 -0
  126. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/generatedSchema.usda +20 -0
  127. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/disney_principled.mtlx +140 -0
  128. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/gltf_pbr.mtlx +695 -0
  129. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_add.mtlx +52 -0
  130. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_conductor.mtlx +123 -0
  131. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_dielectric.mtlx +163 -0
  132. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_diffuse.mtlx +45 -0
  133. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_emission.mtlx +20 -0
  134. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_generalized_schlick.mtlx +172 -0
  135. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_iridescence.mtlx +103 -0
  136. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_layer.mtlx +27 -0
  137. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_mix.mtlx +41 -0
  138. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_sheen.mtlx +41 -0
  139. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_sss.mtlx +60 -0
  140. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_surface.mtlx +28 -0
  141. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_translucent.mtlx +22 -0
  142. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/open_pbr_surface.mtlx +676 -0
  143. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/standard_surface.mtlx +431 -0
  144. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/open_pbr_to_standard_surface.mtlx +362 -0
  145. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_gltf_pbr.mtlx +166 -0
  146. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_open_pbr.mtlx +309 -0
  147. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_usd.mtlx +128 -0
  148. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/usd_preview_surface.mtlx +438 -0
  149. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/cmlib/cmlib_defs.mtlx +110 -0
  150. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/cmlib/cmlib_ng.mtlx +392 -0
  151. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/lights_genglsl_impl.mtlx +13 -0
  152. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_directional_light.glsl +5 -0
  153. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_point_light.glsl +8 -0
  154. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_spot_light.glsl +13 -0
  155. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/lights_genmsl_impl.mtlx +13 -0
  156. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_directional_light.metal +5 -0
  157. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_point_light.metal +8 -0
  158. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_spot_light.metal +13 -0
  159. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/lights_defs.mtlx +53 -0
  160. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/core.mdl +206 -0
  161. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/hsv.mdl +80 -0
  162. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/noise.mdl +759 -0
  163. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib.mdl +30 -0
  164. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_10.mdl +234 -0
  165. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_6.mdl +1083 -0
  166. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_7.mdl +265 -0
  167. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_8.mdl +36 -0
  168. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_9.mdl +373 -0
  169. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/sampling.mdl +182 -0
  170. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib.mdl +18 -0
  171. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_10.mdl +18 -0
  172. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_6.mdl +4474 -0
  173. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_7.mdl +18 -0
  174. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_8.mdl +444 -0
  175. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_9.mdl +388 -0
  176. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genglsl/nprlib_genglsl_impl.mtlx +17 -0
  177. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genmdl/nprlib_genmdl_impl.mtlx +17 -0
  178. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genmsl/nprlib_genmsl_impl.mtlx +17 -0
  179. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genosl/nprlib_genosl_impl.mtlx +17 -0
  180. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/nprlib_defs.mtlx +55 -0
  181. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/nprlib_ng.mtlx +114 -0
  182. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/pbrlib/genglsl/lib/mx_closure_type.glsl +17 -0
  183. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/pbrlib/genglsl/lib/mx_environment_fis.glsl +69 -0
  184. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/pbrlib/genglsl/lib/mx_environment_none.glsl +11 -0
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  430. package/staging_area/Blender/blender.shared/usd/usdShaders/resources/shaders/transform2d.glslfx +18 -0
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  436. package/staging_area/Blender/blender.shared/usd/usdSkelImaging/resources/shaders/skinning.glslfx +265 -0
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  447. package/staging_area/Blender/blender.shared/SDL2.dll +0 -0
  448. package/staging_area/Blender/blender.shared/oslexec.dll +0 -0
  449. package/staging_area/Blender/blender.shared/oslnoise.dll +0 -0
  450. package/staging_area/Blender/blender.shared/oslquery.dll +0 -0
@@ -0,0 +1,1519 @@
1
+ -- glslfx version 0.1
2
+
3
+ //
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+ // Copyright 2016 Pixar
5
+ //
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+ // Licensed under the terms set forth in the LICENSE.txt file available at
7
+ // https://openusd.org/license.
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+ //
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+
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+ --- This is what an import might look like.
11
+ --- #import $TOOLS/hdSt/shaders/mesh.glslfx
12
+
13
+ #import $TOOLS/hdSt/shaders/instancing.glslfx
14
+ #import $TOOLS/hdSt/shaders/meshFaceCull.glslfx
15
+ #import $TOOLS/hdSt/shaders/meshNormal.glslfx
16
+ #import $TOOLS/hdSt/shaders/meshWire.glslfx
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+ #import $TOOLS/hdSt/shaders/terminals.glslfx
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+ #import $TOOLS/hdSt/shaders/edgeId.glslfx
19
+ #import $TOOLS/hdSt/shaders/pointId.glslfx
20
+ #import $TOOLS/hdSt/shaders/pointDisk.glslfx
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+ #import $TOOLS/hdSt/shaders/visibility.glslfx
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+
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+ --- --------------------------------------------------------------------------
24
+ -- layout Mesh.Vertex
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+
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+ [
27
+ ["out block", "VertexData", "outData",
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+ ["vec4", "Peye"],
29
+ ["vec3", "Neye"]
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+ ]
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+ ]
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+
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+ --- --------------------------------------------------------------------------
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+ -- glsl Mesh.Vertex
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+
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+ // Fwd declare methods defined in pointId.glslfx, that are used below.
37
+ FORWARD_DECL(int GetPointId());
38
+ FORWARD_DECL(float GetPointRasterSize(int));
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+ FORWARD_DECL(void ProcessPointId(int));
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+
41
+ void main(void)
42
+ {
43
+ ProcessPrimvarsIn();
44
+
45
+ MAT4 transform = ApplyInstanceTransform(HdGet_transform());
46
+ vec4 point = vec4(HdGet_points().xyz, 1);
47
+ outData.Peye = vec4(GetWorldToViewMatrix() * transform * point);
48
+
49
+ outData.Neye = GetNormal(vec3(0), 0); // normalized
50
+
51
+ int pointId = GetPointId();
52
+ gl_PointSize = ApplyPointSizeBias(GetPointRasterSize(pointId));
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+ ProcessPointId(pointId);
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+
55
+ gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
56
+ ApplyClipPlanes(outData.Peye);
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+ }
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+
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+ --- --------------------------------------------------------------------------
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+ -- layout Mesh.PostTessVertex.Triangle
61
+
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+ [
63
+ ["out block", "VertexData", "outData",
64
+ ["vec4", "Peye"],
65
+ ["vec3", "Neye"]
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+ ]
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+ ]
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+
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+ --- --------------------------------------------------------------------------
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+ -- glsl Mesh.PostTessVertex.Triangle
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+
72
+ vec4 GetPatchCoord(int index)
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+ {
74
+ vec2 uv[3];
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+ uv[0] = vec2(0, 0); // (0, 0, 1);
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+ uv[1] = vec2(1, 0); // (1, 0, 0);
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+ uv[2] = vec2(0, 1); // (0, 1, 0);
78
+
79
+ ivec3 patchParam = GetPatchParam();
80
+ return InterpolatePatchCoordTriangle(uv[index], patchParam);
81
+ }
82
+
83
+ vec2 GetPatchCoordLocalST()
84
+ {
85
+ return gl_TessCoord.yz;
86
+ }
87
+
88
+ // Fwd declare methods defined in pointId.glslfx, that are used below.
89
+ FORWARD_DECL(int GetPointId());
90
+ FORWARD_DECL(float GetPointRasterSize(int));
91
+ FORWARD_DECL(void ProcessPointId(int));
92
+
93
+ void main(void)
94
+ {
95
+ MAT4 transform = ApplyInstanceTransform(HdGet_transform());
96
+
97
+ int pointId = GetPointId();
98
+ gl_PointSize = ApplyPointSizeBias(GetPointRasterSize(pointId));
99
+ ProcessPointId(pointId);
100
+
101
+ vec4 point0 = GetWorldToViewMatrix() * transform * vec4(points[0],1.0);
102
+ vec4 point1 = GetWorldToViewMatrix() * transform * vec4(points[1],1.0);
103
+ vec4 point2 = GetWorldToViewMatrix() * transform * vec4(points[2],1.0);
104
+
105
+ // Get the indata Neye if provided.
106
+ bool isFlipped = IsFlipped();
107
+ vec3 Neye0 = GetNormal(vec3(0),0);
108
+ vec3 Neye1 = GetNormal(vec3(0),1);
109
+ vec3 Neye2 = GetNormal(vec3(0),2);
110
+
111
+ Neye0 = GetTriGeometryNormal(Neye0, point0, point1, point2, isFlipped);
112
+ Neye1 = GetTriGeometryNormal(Neye1, point0, point1, point2, isFlipped);
113
+ Neye2 = GetTriGeometryNormal(Neye2, point0, point1, point2, isFlipped);
114
+
115
+ point0 = DisplacementTerminal(0, point0, Neye0, GetPatchCoord(0));
116
+ point1 = DisplacementTerminal(1, point1, Neye1, GetPatchCoord(1));
117
+ point2 = DisplacementTerminal(2, point2, Neye2, GetPatchCoord(2));
118
+
119
+ vec2 coord = gl_TessCoord.xy;
120
+ vec4 basis = vec4(coord.x, coord.y, 1.0f-coord.x-coord.y, 0.0f);
121
+
122
+ outData.Peye = InterpolatePrimvar(point0, point1, point2, point0, basis);
123
+ outData.Neye = InterpolatePrimvar(Neye0, Neye1, Neye2, Neye0, basis);
124
+
125
+ gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
126
+ ApplyClipPlanes(outData.Peye);
127
+
128
+ ProcessPrimvarsOut(basis, 0, 1, 2, 0);
129
+ }
130
+
131
+ --- --------------------------------------------------------------------------
132
+ -- layout Mesh.PostTessVertex.Quad
133
+
134
+ [
135
+ ["out block", "VertexData", "outData",
136
+ ["vec4", "Peye"],
137
+ ["vec3", "Neye"]
138
+ ]
139
+ ]
140
+
141
+ --- --------------------------------------------------------------------------
142
+ -- glsl Mesh.PostTessVertex.Quad
143
+
144
+ vec4 GetPatchCoord(int index)
145
+ {
146
+ vec2 uv[4];
147
+ uv[0] = vec2(0, 0);
148
+ uv[1] = vec2(1, 0);
149
+ uv[2] = vec2(1, 1);
150
+ uv[3] = vec2(0, 1);
151
+
152
+ ivec3 patchParam = GetPatchParam();
153
+ return InterpolatePatchCoord(uv[index], patchParam);
154
+ }
155
+
156
+ vec2 GetPatchCoordLocalST()
157
+ {
158
+ return gl_TessCoord;
159
+ }
160
+
161
+ // Fwd declare methods defined in pointId.glslfx, that are used below.
162
+ FORWARD_DECL(int GetPointId());
163
+ FORWARD_DECL(float GetPointRasterSize(int));
164
+ FORWARD_DECL(void ProcessPointId(int));
165
+
166
+ void main(void)
167
+ {
168
+ MAT4 transform = ApplyInstanceTransform(HdGet_transform());
169
+
170
+ int pointId = GetPointId();
171
+ gl_PointSize = ApplyPointSizeBias(GetPointRasterSize(pointId));
172
+ ProcessPointId(pointId);
173
+
174
+ vec4 point0 = GetWorldToViewMatrix() * transform * vec4(points[0],1.0);
175
+ vec4 point1 = GetWorldToViewMatrix() * transform * vec4(points[1],1.0);
176
+ vec4 point2 = GetWorldToViewMatrix() * transform * vec4(points[2],1.0);
177
+ vec4 point3 = GetWorldToViewMatrix() * transform * vec4(points[3],1.0);
178
+
179
+ // Get the indata Neye if provided.
180
+ bool isFlipped = IsFlipped();
181
+ vec3 Neye0 = GetNormal(vec3(0),0);
182
+ vec3 Neye1 = GetNormal(vec3(0),1);
183
+ vec3 Neye2 = GetNormal(vec3(0),2);
184
+ vec3 Neye3 = GetNormal(vec3(0),3);
185
+
186
+ Neye0 = GetQuadGeometryNormal(
187
+ Neye0, point0, point1, point2, point3, isFlipped);
188
+ Neye1 = GetQuadGeometryNormal(
189
+ Neye1, point0, point1, point2, point3, isFlipped);
190
+ Neye2 = GetQuadGeometryNormal(
191
+ Neye2, point0, point1, point2, point3, isFlipped);
192
+ Neye3 = GetQuadGeometryNormal(
193
+ Neye3, point0, point1, point2, point3, isFlipped);
194
+
195
+ point0 = DisplacementTerminal(0, point0, Neye0, GetPatchCoord(0));
196
+ point1 = DisplacementTerminal(1, point1, Neye1, GetPatchCoord(1));
197
+ point2 = DisplacementTerminal(2, point2, Neye2, GetPatchCoord(2));
198
+ point3 = DisplacementTerminal(3, point3, Neye3, GetPatchCoord(3));
199
+
200
+ vec3 coord = gl_TessCoord.xy;
201
+ vec4 basis = vec4((1.0-coord.x) * (1.0-coord.y), coord.x * (1.0-coord.y),
202
+ (1.0-coord.x) * coord.y, coord.x * coord.y);
203
+
204
+ outData.Peye = InterpolatePrimvar(point0, point1, point3, point2, basis);
205
+ outData.Neye = InterpolatePrimvar(Neye0, Neye1, Neye3, Neye2, basis);
206
+
207
+ gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
208
+ ApplyClipPlanes(outData.Peye);
209
+
210
+ ProcessPrimvarsOut(basis, 0, 1, 3, 2);
211
+ }
212
+
213
+ --- --------------------------------------------------------------------------
214
+ -- layout Mesh.PostTessVertex.TriQuad
215
+
216
+ [
217
+ ["out block", "VertexData", "outData",
218
+ ["vec4", "Peye"],
219
+ ["vec3", "Neye"]
220
+ ]
221
+ ]
222
+
223
+ --- --------------------------------------------------------------------------
224
+ -- glsl Mesh.PostTessVertex.TriQuad
225
+
226
+ vec4 GetPatchCoord(int index)
227
+ {
228
+ vec2 uv[6];
229
+ uv[0] = vec2(0, 0);
230
+ uv[1] = vec2(1, 0);
231
+ uv[2] = vec2(1, 1);
232
+ uv[3] = vec2(1, 1);
233
+ uv[4] = vec2(0, 1);
234
+ uv[5] = vec2(0, 0);
235
+
236
+ ivec3 patchParam = GetPatchParam();
237
+ return InterpolatePatchCoord(uv[index], patchParam);
238
+ }
239
+
240
+ vec2 GetPatchCoordLocalST()
241
+ {
242
+ return gl_TessCoord;
243
+ }
244
+
245
+ // Fwd declare methods defined in pointId.glslfx, that are used below.
246
+ FORWARD_DECL(int GetPointId());
247
+ FORWARD_DECL(float GetPointRasterSize(int));
248
+ FORWARD_DECL(void ProcessPointId(int));
249
+
250
+ void main(void)
251
+ {
252
+ MAT4 transform = ApplyInstanceTransform(HdGet_transform());
253
+
254
+ int pointId = GetPointId();
255
+ gl_PointSize = ApplyPointSizeBias(GetPointRasterSize(pointId));
256
+ ProcessPointId(pointId);
257
+
258
+ vec4 point0 = GetWorldToViewMatrix() * transform * vec4(points[0],1.0);
259
+ vec4 point1 = GetWorldToViewMatrix() * transform * vec4(points[1],1.0);
260
+ vec4 point2 = GetWorldToViewMatrix() * transform * vec4(points[2],1.0);
261
+ vec4 point4 = GetWorldToViewMatrix() * transform * vec4(points[4],1.0);
262
+
263
+ //Get the indata Neye if provided.
264
+ bool isFlipped = IsFlipped();
265
+ vec3 Neye0 = GetNormal(vec3(0),0);
266
+ vec3 Neye1 = GetNormal(vec3(0),1);
267
+ vec3 Neye2 = GetNormal(vec3(0),2);
268
+ vec3 Neye4 = GetNormal(vec3(0),4);
269
+
270
+ Neye0 = GetQuadGeometryNormal(Neye0,
271
+ point0, point1, point2, point4, isFlipped);
272
+ Neye1 = GetQuadGeometryNormal(Neye1,
273
+ point0, point1, point2, point4, isFlipped);
274
+ Neye2 = GetQuadGeometryNormal(Neye2,
275
+ point0, point1, point2, point4, isFlipped);
276
+ Neye4 = GetQuadGeometryNormal(Neye4,
277
+ point0, point1, point2, point4, isFlipped);
278
+
279
+ point0 = DisplacementTerminal(0, point0, Neye0, GetPatchCoord(0));
280
+ point1 = DisplacementTerminal(1, point1, Neye1, GetPatchCoord(1));
281
+ point2 = DisplacementTerminal(2, point2, Neye2, GetPatchCoord(2));
282
+ point4 = DisplacementTerminal(4, point4, Neye4, GetPatchCoord(4));
283
+
284
+ vec2 coord = gl_TessCoord.xy;
285
+ vec4 basis = vec4((1.0-coord.x) * (1.0-coord.y), coord.x * (1.0-coord.y),
286
+ (1.0-coord.x) * coord.y, coord.x * coord.y);
287
+
288
+ outData.Peye = InterpolatePrimvar(point0, point1, point4, point2, basis);
289
+ outData.Neye = InterpolatePrimvar(Neye0, Neye1, Neye4, Neye2, basis);
290
+
291
+ gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
292
+ ApplyClipPlanes(outData.Peye);
293
+
294
+ ProcessPrimvarsOut(basis, 0, 1, 4, 2);
295
+ }
296
+
297
+ --- --------------------------------------------------------------------------
298
+ -- glsl Mesh.TessControl.PatchCommon
299
+
300
+ void
301
+ ClampTessLevels(inout vec4 tessOuterLo, inout vec4 tessOuterHi)
302
+ {
303
+ // Clamp outer tess levels to a minimum of 2 so that we always
304
+ // sample along each edge and in the middle of transition patches.
305
+ const vec4 minOuterTessLevel = vec4(2.0);
306
+
307
+ // Values in the tessOuterHi segments which are zero should remain zero.
308
+ const bvec4 maskOuterHi = notEqual(tessOuterHi, vec4(0.0));
309
+
310
+ tessOuterLo = max(minOuterTessLevel, tessOuterLo);
311
+ tessOuterHi = max(minOuterTessLevel * vec4(maskOuterHi), tessOuterHi);
312
+ }
313
+
314
+ --- --------------------------------------------------------------------------
315
+ -- layout Mesh.TessControl.BSplineQuad
316
+
317
+ [
318
+ ["out", "HD_NUM_PATCH_EVAL_VERTS"],
319
+ ["out", "vec4", "tessOuterLo", "patch"],
320
+ ["out", "vec4", "tessOuterHi", "patch"],
321
+ ["in block array", "VertexData", "inpt", "gl_MaxPatchVertices",
322
+ ["vec4", "Peye"],
323
+ ["vec3", "Neye"]
324
+ ],
325
+ ["out block array", "VertexDataTess", "outpt", "HD_NUM_PATCH_EVAL_VERTS",
326
+ ["OsdPerPatchVertexBezier", "v"]
327
+ ]
328
+ ]
329
+
330
+ --- --------------------------------------------------------------------------
331
+ -- glsl Mesh.TessControl.BSplineQuad
332
+
333
+ void main(void)
334
+ {
335
+ vec3 cv[HD_NUM_PATCH_VERTS];
336
+ for (int i = 0; i < HD_NUM_PATCH_VERTS; ++i) {
337
+ cv[i] = inpt[i].Peye.xyz;
338
+ }
339
+
340
+ ivec3 patchParam = GetPatchParam();
341
+
342
+ OsdComputePerPatchVertexBSpline(patchParam, gl_InvocationID, cv,
343
+ outpt[gl_InvocationID].v);
344
+
345
+ // Wait for all basis conversion to be finished
346
+ barrier();
347
+
348
+ if (gl_InvocationID == 0) {
349
+ vec4 tessLevelOuter = vec4(0);
350
+ vec2 tessLevelInner = vec2(0);
351
+
352
+ // Gather bezier control points to compute limit surface tess levels
353
+ OsdPerPatchVertexBezier cpBezier[HD_NUM_PATCH_EVAL_VERTS];
354
+ for (int i = 0; i < HD_NUM_PATCH_EVAL_VERTS; ++i) {
355
+ cpBezier[i] = outpt[i].v;
356
+ }
357
+ OsdEvalPatchBezierTessLevels(cpBezier, patchParam,
358
+ tessOuterLo, tessOuterHi);
359
+ ClampTessLevels(tessOuterLo, tessOuterHi);
360
+
361
+ OsdComputeTessLevels(tessOuterLo, tessOuterHi,
362
+ tessLevelOuter, tessLevelInner);
363
+
364
+ gl_TessLevelOuter[0] = tessLevelOuter[0];
365
+ gl_TessLevelOuter[1] = tessLevelOuter[1];
366
+ gl_TessLevelOuter[2] = tessLevelOuter[2];
367
+ gl_TessLevelOuter[3] = tessLevelOuter[3];
368
+
369
+ gl_TessLevelInner[0] = tessLevelInner[0];
370
+ gl_TessLevelInner[1] = tessLevelInner[1];
371
+ }
372
+
373
+ ProcessPrimvarsOut();
374
+ }
375
+
376
+ --- --------------------------------------------------------------------------
377
+ -- layout Mesh.TessEval.BezierQuad
378
+
379
+ # XXX: due to NVIDIA shader compiler bug (filed as 1687344)
380
+ # we can't put patchCoord into interface block.
381
+ [
382
+ ["in", "quads"],
383
+ ["in", "vec4", "tessOuterLo", "patch"],
384
+ ["in", "vec4", "tessOuterHi", "patch"],
385
+ ["in block array", "VertexDataTess", "inpt", "gl_MaxPatchVertices",
386
+ ["OsdPerPatchVertexBezier", "v"]
387
+ ],
388
+ ["out block", "VertexData", "outData",
389
+ ["vec4", "Peye"],
390
+ ["vec3", "Neye"]
391
+ ],
392
+ ["out", "vec4", "tesPatchCoord"],
393
+ ["out", "vec2", "tesTessCoord"]
394
+ ]
395
+
396
+ --- --------------------------------------------------------------------------
397
+ -- glsl Mesh.TessEval.BezierQuad
398
+
399
+ void main(void)
400
+ {
401
+ OsdPerPatchVertexBezier cv[16];
402
+ for (int i = 0; i < 16; ++i) {
403
+ cv[i] = inpt[i].v;
404
+ }
405
+ vec2 UV = OsdGetTessParameterization(gl_TessCoord.xy,
406
+ tessOuterLo,
407
+ tessOuterHi);
408
+
409
+ vec3 P = vec3(0), dPu = vec3(0), dPv = vec3(0);
410
+ vec3 N = vec3(0), dNu = vec3(0), dNv = vec3(0);
411
+
412
+ ivec3 patchParam = inpt[0].v.patchParam;
413
+ OsdEvalPatchBezier(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
414
+
415
+ outData.Peye = vec4(P, 1);
416
+ outData.Neye = N; // normalized
417
+
418
+ tesPatchCoord = OsdInterpolatePatchCoord(UV, patchParam);
419
+ tesTessCoord = UV;
420
+
421
+ // Bilinear basis
422
+ vec4 basis = vec4(
423
+ (1.0-UV.x) * (1.0-UV.y), UV.x * (1.0-UV.y),
424
+ (1.0-UV.x) * UV.y, UV.x * UV.y );
425
+
426
+ ProcessPrimvarsOut(basis, 5, 6, 9, 10, UV);
427
+ }
428
+
429
+ --- --------------------------------------------------------------------------
430
+ -- layout Mesh.TessControl.BoxSplineTriangle
431
+
432
+ [
433
+ ["out", "HD_NUM_PATCH_EVAL_VERTS"],
434
+ ["out", "vec4", "tessOuterLo", "patch"],
435
+ ["out", "vec4", "tessOuterHi", "patch"],
436
+ ["in block array", "VertexData", "inpt", "gl_MaxPatchVertices",
437
+ ["vec4", "Peye"],
438
+ ["vec3", "Neye"]
439
+ ],
440
+ ["out block array", "VertexDataTess", "outpt", "HD_NUM_PATCH_EVAL_VERTS",
441
+ ["OsdPerPatchVertexBezier", "v"]
442
+ ]
443
+ ]
444
+
445
+ --- --------------------------------------------------------------------------
446
+ -- glsl Mesh.TessControl.BoxSplineTriangle
447
+
448
+ void main(void)
449
+ {
450
+ vec3 cv[HD_NUM_PATCH_VERTS];
451
+ for (int i = 0; i < HD_NUM_PATCH_VERTS; ++i) {
452
+ cv[i] = inpt[i].Peye.xyz;
453
+ }
454
+
455
+ ivec3 patchParam = GetPatchParam();
456
+
457
+ OsdComputePerPatchVertexBoxSplineTriangle(patchParam, gl_InvocationID, cv,
458
+ outpt[gl_InvocationID].v);
459
+
460
+ // Wait for all basis conversion to be finished
461
+ barrier();
462
+
463
+ if (gl_InvocationID == 0) {
464
+ vec4 tessLevelOuter = vec4(0);
465
+ vec2 tessLevelInner = vec2(0);
466
+
467
+ // Gather bezier control points to compute limit surface tess levels
468
+ vec3 cpBezier[HD_NUM_PATCH_EVAL_VERTS];
469
+ for (int i = 0; i < HD_NUM_PATCH_EVAL_VERTS; ++i) {
470
+ cpBezier[i] = outpt[i].v.P;
471
+ }
472
+ OsdEvalPatchBezierTriangleTessLevels(cpBezier, patchParam,
473
+ tessOuterLo, tessOuterHi);
474
+ ClampTessLevels(tessOuterLo, tessOuterHi);
475
+
476
+ OsdComputeTessLevelsTriangle(tessOuterLo, tessOuterHi,
477
+ tessLevelOuter, tessLevelInner);
478
+
479
+ gl_TessLevelOuter[0] = tessLevelOuter[0];
480
+ gl_TessLevelOuter[1] = tessLevelOuter[1];
481
+ gl_TessLevelOuter[2] = tessLevelOuter[2];
482
+
483
+ gl_TessLevelInner[0] = tessLevelInner[0];
484
+ }
485
+
486
+ ProcessPrimvarsOut();
487
+ }
488
+
489
+ --- --------------------------------------------------------------------------
490
+ -- layout Mesh.TessEval.BezierTriangle
491
+
492
+ # XXX: due to NVIDIA shader compiler bug (filed as 1687344)
493
+ # we can't put patchCoord into interface block.
494
+ [
495
+ ["in", "triangles"],
496
+ ["in", "vec4", "tessOuterLo", "patch"],
497
+ ["in", "vec4", "tessOuterHi", "patch"],
498
+ ["in block array", "VertexDataTess", "inpt", "gl_MaxPatchVertices",
499
+ ["OsdPerPatchVertexBezier", "v"]
500
+ ],
501
+ ["out block", "VertexData", "outData",
502
+ ["vec4", "Peye"],
503
+ ["vec3", "Neye"]
504
+ ],
505
+ ["out", "vec4", "tesPatchCoord"],
506
+ ["out", "vec2", "tesTessCoord"]
507
+ ]
508
+
509
+ --- --------------------------------------------------------------------------
510
+ -- glsl Mesh.TessEval.BezierTriangle
511
+
512
+ void main(void)
513
+ {
514
+ OsdPerPatchVertexBezier cv[15];
515
+ for (int i = 0; i < 15; ++i) {
516
+ cv[i] = inpt[i].v;
517
+ }
518
+ vec2 UV = OsdGetTessParameterizationTriangle(gl_TessCoord.xyz,
519
+ tessOuterLo,
520
+ tessOuterHi);
521
+
522
+ vec3 P = vec3(0), dPu = vec3(0), dPv = vec3(0);
523
+ vec3 N = vec3(0), dNu = vec3(0), dNv = vec3(0);
524
+
525
+ ivec3 patchParam = inpt[0].v.patchParam;
526
+ OsdEvalPatchBezierTriangle(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
527
+
528
+ outData.Peye = vec4(P, 1);
529
+ outData.Neye = N; // normalized
530
+
531
+ tesPatchCoord = OsdInterpolatePatchCoordTriangle(UV, patchParam);
532
+ tesTessCoord = UV;
533
+
534
+ // Barycentric basis
535
+ vec4 basis = vec4(
536
+ (1.0f-UV.x-UV.y), UV.x, UV.y, 0.0f);
537
+
538
+ ProcessPrimvarsOut(basis, 4, 5, 8, 0, UV);
539
+ }
540
+
541
+ --- --------------------------------------------------------------------------
542
+ -- glsl Mesh.PostTessControl.PatchCommon
543
+
544
+ void
545
+ ClampTessLevels(thread vec4 &tessOuterLo, thread vec4 &tessOuterHi)
546
+ {
547
+ // Clamp outer tess levels to a minimum of 2 so that we always
548
+ // sample along each edge and in the middle of transition patches.
549
+ const vec4 minOuterTessLevel = vec4(2.0);
550
+
551
+ // Values in the tessOuterHi segments which are zero should remain zero.
552
+ const bvec4 maskOuterHi = notEqual(tessOuterHi, vec4(0.0));
553
+
554
+ tessOuterLo = max(minOuterTessLevel, tessOuterLo);
555
+ tessOuterHi = max(minOuterTessLevel * vec4(maskOuterHi), tessOuterHi);
556
+ }
557
+
558
+ --- --------------------------------------------------------------------------
559
+ -- glsl Mesh.PostTessControl.BSplineQuad
560
+
561
+ vec3 GetPosAtUv(vec2 uv, OsdPatchParam param, thread vec3 *cv)
562
+ {
563
+ float wP[HD_NUM_PATCH_VERTS];
564
+ float wDs[HD_NUM_PATCH_VERTS];
565
+ float wDt[HD_NUM_PATCH_VERTS];
566
+ float wDss[HD_NUM_PATCH_VERTS];
567
+ float wDst[HD_NUM_PATCH_VERTS];
568
+ float wDtt[HD_NUM_PATCH_VERTS];
569
+ OsdEvaluatePatchBasisNormalized(OSD_PATCH_DESCRIPTOR_REGULAR,
570
+ param, uv.x, uv.y,
571
+ &(wP[0]), &(wDs[0]), &(wDt[0]), &(wDss[0]), &(wDst[0]), &(wDtt[0]));
572
+
573
+ vec3 pos = vec3(0.0, 0.0, 0.0);
574
+ for (int i = 0; i < 16; ++i) {
575
+ pos += cv[i] * wP[i];
576
+ }
577
+ return pos;
578
+ }
579
+
580
+ vec4 GetPatchCoord(int index)
581
+ {
582
+ vec2 uv[4];
583
+ uv[0] = vec2(0, 0);
584
+ uv[1] = vec2(1, 0);
585
+ uv[2] = vec2(1, 1);
586
+ uv[3] = vec2(0, 1);
587
+
588
+ ivec3 patchParam = GetPatchParam();
589
+ return OsdInterpolatePatchCoord(uv[index], patchParam);
590
+ }
591
+
592
+ void main(void)
593
+ {
594
+ MAT4 transform =
595
+ GetWorldToViewMatrix() * ApplyInstanceTransform(HdGet_transform());
596
+
597
+ ivec3 patchParam = GetPatchParam();
598
+ OsdPatchParam osdParam = OsdPatchParamInit(patchParam.x, patchParam.y, 0);
599
+
600
+ const vec2 corner0Uv = vec2(0.0, 0.0);
601
+ const vec2 corner1Uv = vec2(1.0, 0.0);
602
+ const vec2 corner2Uv = vec2(1.0, 1.0);
603
+ const vec2 corner3Uv = vec2(0.0, 1.0);
604
+
605
+ vec3 corners[4];
606
+ corners[0] = GetPosAtUv(corner0Uv, osdParam, &(points[0]));
607
+ corners[1] = GetPosAtUv(corner1Uv, osdParam, &(points[0]));
608
+ corners[2] = GetPosAtUv(corner2Uv, osdParam, &(points[0]));
609
+ corners[3] = GetPosAtUv(corner3Uv, osdParam, &(points[0]));
610
+
611
+ int transitionMask = OsdGetPatchTransitionMask(patchParam);
612
+ vec3 midPoints[4];
613
+ midPoints[0] = ((transitionMask & 8) == 0)
614
+ ? float3(0)
615
+ : GetPosAtUv(float2(0.0, 0.5), osdParam, &(points[0]));
616
+ midPoints[1] = ((transitionMask & 1) == 0)
617
+ ? float3(0)
618
+ : GetPosAtUv(float2(0.5, 0.0), osdParam, &(points[0]));
619
+ midPoints[2] = ((transitionMask & 2) == 0)
620
+ ? float3(0)
621
+ : GetPosAtUv(float2(1.0, 0.5), osdParam, &(points[0]));
622
+ midPoints[3] = ((transitionMask & 4) == 0)
623
+ ? float3(0)
624
+ : GetPosAtUv(float2(0.5, 1.0), osdParam, &(points[0]));
625
+
626
+ vec4 tessLevelOuter = vec4(0);
627
+ vec2 tessLevelInner = vec2(0);
628
+ vec4 tessOuterLo = vec4(0);
629
+ vec4 tessOuterHi = vec4(0);
630
+
631
+ // Gather bezier control points to compute limit surface tess levels
632
+ Osd_GetTessLevelsFromPatchBoundaries4(
633
+ GetTessLevel(), GetProjectionMatrix(), transform,
634
+ corners, midPoints, patchParam, tessOuterLo, tessOuterHi);
635
+ ClampTessLevels(tessOuterLo, tessOuterHi);
636
+
637
+ OsdComputeTessLevels(tessOuterLo, tessOuterHi,
638
+ tessLevelOuter, tessLevelInner);
639
+
640
+ device half *tessAsHalf = (device half *)tessFactors + patch_id * 6;
641
+
642
+ tessAsHalf[0] = half(tessLevelOuter[0]);
643
+ tessAsHalf[1] = half(tessLevelOuter[1]);
644
+ tessAsHalf[2] = half(tessLevelOuter[2]);
645
+ tessAsHalf[3] = half(tessLevelOuter[3]);
646
+
647
+ tessAsHalf[4] = half(tessLevelInner[0]);
648
+ tessAsHalf[5] = half(tessLevelInner[1]);
649
+ }
650
+
651
+ --- --------------------------------------------------------------------------
652
+ -- layout Mesh.PostTessVertex.BSplineQuad
653
+
654
+ [
655
+ ["in", "equal_spacing"],
656
+ ["out block", "VertexData", "outData",
657
+ ["vec4", "Peye"],
658
+ ["vec3", "Neye"]
659
+ ],
660
+ ["out", "vec4", "tesPatchCoord"],
661
+ ["out", "vec2", "tesTessCoord"]
662
+ ]
663
+
664
+ --- --------------------------------------------------------------------------
665
+ -- glsl Mesh.PostTessVertex.BSplineQuad
666
+
667
+ vec2 GetPatchTessUV()
668
+ {
669
+ const ivec3 patchParam = GetPatchParam();
670
+
671
+ const int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
672
+ const float tessLevel = min(GetTessLevel(),
673
+ (float)OSD_MAX_TESS_LEVEL) / exp2((float)refinementLevel - 1);
674
+
675
+ vec4 tessOuterLo(0), tessOuterHi(0);
676
+ OsdGetTessLevelsUniform(tessLevel, patchParam, tessOuterLo, tessOuterHi);
677
+
678
+ return OsdGetTessParameterization(gl_TessCoord.xy,
679
+ tessOuterLo,
680
+ tessOuterHi);
681
+ }
682
+
683
+ vec4 GetPatchCoord(int index)
684
+ {
685
+ return OsdInterpolatePatchCoord(GetPatchTessUV(), GetPatchParam());
686
+ }
687
+
688
+ void main(void)
689
+ {
690
+ MAT4 transform = ApplyInstanceTransform(HdGet_transform());
691
+
692
+ int pointId = GetPointId();
693
+ gl_PointSize = ApplyPointSizeBias(GetPointRasterSize(pointId));
694
+ ProcessPointId(pointId);
695
+
696
+ const ivec3 patchParam = GetPatchParam();
697
+ const vec2 UV = GetPatchTessUV();
698
+
699
+ float wP[HD_NUM_PATCH_VERTS];
700
+ float wDs[HD_NUM_PATCH_VERTS];
701
+ float wDt[HD_NUM_PATCH_VERTS];
702
+ float wDss[HD_NUM_PATCH_VERTS];
703
+ float wDst[HD_NUM_PATCH_VERTS];
704
+ float wDtt[HD_NUM_PATCH_VERTS];
705
+ OsdPatchParam osdParam = OsdPatchParamInit(patchParam.x, patchParam.y, 0);
706
+ OsdEvaluatePatchBasisNormalized(OSD_PATCH_DESCRIPTOR_REGULAR,
707
+ osdParam, UV.x, UV.y,
708
+ &(wP[0]), &(wDs[0]), &(wDt[0]), &(wDss[0]), &(wDst[0]), &(wDtt[0]));
709
+
710
+ vec3 P = vec3(0.0);
711
+ vec3 N = vec3(0.0);
712
+
713
+ vec3 pDs = vec3(0.0);
714
+ vec3 pDt = vec3(0.0);
715
+
716
+ for (int i = 0; i < 16; ++i) {
717
+ P += points[i] * wP[i];
718
+ pDs += points[i] * wDs[i];
719
+ pDt += points[i] * wDt[i];
720
+ }
721
+
722
+ MAT4 transformInv = ApplyInstanceTransformInverse(HdGet_transformInverse());
723
+ N = normalize(cross(pDs,pDt));
724
+ N = vec4(transpose(transformInv * GetWorldToViewInverseMatrix()) *
725
+ vec4(N,0)).xyz;
726
+
727
+ if (length(N) > 0.0) {
728
+ N = normalize(N);
729
+ }
730
+
731
+ tesPatchCoord = OsdInterpolatePatchCoord(UV, patchParam);
732
+ tesTessCoord = UV;
733
+
734
+ P = (GetWorldToViewMatrix() * transform * vec4(P,1.0)).xyz;
735
+ P = (DisplacementTerminal(0, vec4(P,1.0), N, tesPatchCoord)).xyz;
736
+
737
+ outData.Peye = vec4(P, 1);
738
+ outData.Neye = N; // normalized
739
+
740
+ gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
741
+ ApplyClipPlanes(outData.Peye);
742
+
743
+ // Bilinear basis
744
+ vec4 basis = vec4(
745
+ (1.0-UV.x) * (1.0-UV.y), UV.x * (1.0-UV.y),
746
+ (1.0-UV.x) * UV.y, UV.x * UV.y );
747
+
748
+ ProcessPrimvarsOut(basis, 5, 6, 9, 10, UV);
749
+ }
750
+
751
+ --- --------------------------------------------------------------------------
752
+ -- glsl Mesh.PostTessControl.BoxSplineTriangle
753
+
754
+ vec3 GetPosAtUv(vec2 uv, OsdPatchParam param, thread vec3 *cv)
755
+ {
756
+ float wP[HD_NUM_PATCH_VERTS];
757
+ float wDs[HD_NUM_PATCH_VERTS];
758
+ float wDt[HD_NUM_PATCH_VERTS];
759
+ float wDss[HD_NUM_PATCH_VERTS];
760
+ float wDst[HD_NUM_PATCH_VERTS];
761
+ float wDtt[HD_NUM_PATCH_VERTS];
762
+ OsdEvaluatePatchBasisNormalized(OSD_PATCH_DESCRIPTOR_LOOP,
763
+ param, uv.x, uv.y,
764
+ &(wP[0]), &(wDs[0]), &(wDt[0]), &(wDss[0]), &(wDst[0]), &(wDtt[0]));
765
+
766
+ vec3 pos = vec3(0.0, 0.0, 0.0);
767
+ for (int i = 0; i < 12; ++i) {
768
+ pos += cv[i] * wP[i];
769
+ }
770
+ return pos;
771
+ }
772
+
773
+ vec4 GetPatchCoord(int index)
774
+ {
775
+ vec2 uv[3];
776
+ uv[0] = vec2(0, 0); // (0, 0, 1);
777
+ uv[1] = vec2(1, 0); // (1, 0, 0);
778
+ uv[2] = vec2(0, 1); // (0, 1, 0);
779
+
780
+ ivec3 patchParam = GetPatchParam();
781
+ return OsdInterpolatePatchCoordTriangle(uv[index], patchParam);
782
+ }
783
+
784
+ void main(void)
785
+ {
786
+ MAT4 transform =
787
+ GetWorldToViewMatrix() * ApplyInstanceTransform(HdGet_transform());
788
+
789
+ ivec3 patchParam = GetPatchParam();
790
+ OsdPatchParam osdParam = OsdPatchParamInit(patchParam.x, patchParam.y, 0);
791
+
792
+ const vec3 corner0Uv = vec3(0.0, 0.0, 1.0);
793
+ const vec3 corner1Uv = vec3(1.0, 0.0, 0.0);
794
+ const vec3 corner2Uv = vec3(0.0, 1.0, 0.0);
795
+
796
+ vec3 corners[3];
797
+ corners[0] = GetPosAtUv(corner0Uv.xy, osdParam, &(points[0]));
798
+ corners[1] = GetPosAtUv(corner1Uv.xy, osdParam, &(points[0]));
799
+ corners[2] = GetPosAtUv(corner2Uv.xy, osdParam, &(points[0]));
800
+
801
+ int transitionMask = OsdGetPatchTransitionMask(patchParam);
802
+ vec3 midPoints[3];
803
+ midPoints[0] = ((transitionMask & 4) == 0)
804
+ ? float3(0)
805
+ : GetPosAtUv(((corner2Uv + corner0Uv)/2.0).xy, osdParam, &(points[0]));
806
+ midPoints[1] = ((transitionMask & 1) == 0)
807
+ ? float3(0)
808
+ : GetPosAtUv(((corner0Uv + corner1Uv)/2.0).xy, osdParam, &(points[0]));
809
+ midPoints[2] = ((transitionMask & 2) == 0)
810
+ ? float3(0)
811
+ : GetPosAtUv(((corner1Uv + corner2Uv)/2.0).xy, osdParam, &(points[0]));
812
+
813
+ vec4 tessLevelOuter = vec4(0);
814
+ vec2 tessLevelInner = vec2(0);
815
+ vec4 tessOuterLo = vec4(0);
816
+ vec4 tessOuterHi = vec4(0);
817
+ Osd_GetTessLevelsFromPatchBoundaries3(
818
+ GetTessLevel(), GetProjectionMatrix(), transform,
819
+ corners, midPoints, patchParam, tessOuterLo, tessOuterHi);
820
+ ClampTessLevels(tessOuterLo, tessOuterHi);
821
+
822
+ OsdComputeTessLevelsTriangle(tessOuterLo, tessOuterHi,
823
+ tessLevelOuter, tessLevelInner);
824
+
825
+ device half *tessAsHalf = (device half *)tessFactors + patch_id * 4;
826
+
827
+ tessAsHalf[0] = half(tessLevelOuter[0]);
828
+ tessAsHalf[1] = half(tessLevelOuter[1]);
829
+ tessAsHalf[2] = half(tessLevelOuter[2]);
830
+
831
+ tessAsHalf[3] = half(tessLevelInner[0]);
832
+ }
833
+
834
+ --- --------------------------------------------------------------------------
835
+ -- layout Mesh.PostTessVertex.BoxSplineTriangle
836
+
837
+ [
838
+ ["in", "equal_spacing"],
839
+ ["out block", "VertexData", "outData",
840
+ ["vec4", "Peye"],
841
+ ["vec3", "Neye"]
842
+ ],
843
+ ["out", "vec4", "tesPatchCoord"],
844
+ ["out", "vec2", "tesTessCoord"]
845
+ ]
846
+
847
+ --- --------------------------------------------------------------------------
848
+ -- glsl Mesh.PostTessVertex.BoxSplineTriangle
849
+
850
+ vec2 GetPatchTessUV()
851
+ {
852
+ const ivec3 patchParam = GetPatchParam();
853
+
854
+ const int refinementLevel = OsdGetPatchRefinementLevel(patchParam);
855
+ const float tessLevel = min(GetTessLevel(),
856
+ (float)OSD_MAX_TESS_LEVEL) / exp2((float)refinementLevel - 1);
857
+
858
+ vec4 tessOuterLo(0), tessOuterHi(0);
859
+ OsdGetTessLevelsUniform(tessLevel, patchParam, tessOuterLo, tessOuterHi);
860
+
861
+ return OsdGetTessParameterizationTriangle(gl_TessCoord.xyz,
862
+ tessOuterLo,
863
+ tessOuterHi);
864
+ }
865
+
866
+ vec4 GetPatchCoord(int index)
867
+ {
868
+ return OsdInterpolatePatchCoordTriangle(GetPatchTessUV(), GetPatchParam());
869
+ }
870
+
871
+ void main(void)
872
+ {
873
+ MAT4 transform = ApplyInstanceTransform(HdGet_transform());
874
+
875
+ int pointId = GetPointId();
876
+ gl_PointSize = ApplyPointSizeBias(GetPointRasterSize(pointId));
877
+ ProcessPointId(pointId);
878
+
879
+ const ivec3 patchParam = GetPatchParam();
880
+ const vec2 UV = GetPatchTessUV();
881
+
882
+ float wP[HD_NUM_PATCH_VERTS];
883
+ float wDs[HD_NUM_PATCH_VERTS];
884
+ float wDt[HD_NUM_PATCH_VERTS];
885
+ float wDss[HD_NUM_PATCH_VERTS];
886
+ float wDst[HD_NUM_PATCH_VERTS];
887
+ float wDtt[HD_NUM_PATCH_VERTS];
888
+ OsdPatchParam osdParam = OsdPatchParamInit(patchParam.x, patchParam.y, 0);
889
+ OsdEvaluatePatchBasisNormalized(OSD_PATCH_DESCRIPTOR_LOOP,
890
+ osdParam, UV.x, UV.y,
891
+ &(wP[0]), &(wDs[0]), &(wDt[0]), &(wDss[0]), &(wDst[0]), &(wDtt[0]));
892
+
893
+ vec3 P = vec3(0.0);
894
+ vec3 N = vec3(0.0);
895
+
896
+ vec3 pDs = vec3(0.0);
897
+ vec3 pDt = vec3(0.0);
898
+
899
+ for (int i = 0; i < 12; ++i) {
900
+ P += points[i] * wP[i];
901
+ pDs += points[i] * wDs[i];
902
+ pDt += points[i] * wDt[i];
903
+ }
904
+
905
+ MAT4 transformInv = ApplyInstanceTransformInverse(HdGet_transformInverse());
906
+ N = normalize(cross(pDs,pDt));
907
+ N = vec4(transpose(transformInv * GetWorldToViewInverseMatrix()) *
908
+ vec4(N,0)).xyz;
909
+
910
+ if (length(N) > 0.0) {
911
+ N = normalize(N);
912
+ }
913
+
914
+ tesPatchCoord = OsdInterpolatePatchCoordTriangle(UV, patchParam);
915
+ tesTessCoord = UV;
916
+
917
+ P = (GetWorldToViewMatrix() * transform * vec4(P,1.0)).xyz;
918
+ P = (DisplacementTerminal(0, vec4(P,1.0), N, tesPatchCoord)).xyz;
919
+
920
+ outData.Peye = vec4(P, 1);
921
+ outData.Neye = N; // normalized
922
+
923
+ gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
924
+ ApplyClipPlanes(outData.Peye);
925
+
926
+ // Barycentric basis
927
+ vec4 basis = vec4(
928
+ (1.0f-UV.x-UV.y), UV.x, UV.y, 0.0f);
929
+
930
+ ProcessPrimvarsOut(basis, 4, 5, 8, 0, UV);
931
+ }
932
+
933
+ --- --------------------------------------------------------------------------
934
+ -- layout Mesh.Geometry.TriangleTess
935
+
936
+ [
937
+ ["in", "triangles"],
938
+ ["out", "triangle_strip"],
939
+ ["out", "3"],
940
+ ["in block array", "VertexData", "inData", "3",
941
+ ["vec4", "Peye"],
942
+ ["vec3", "Neye"]
943
+ ],
944
+ ["in array", "vec4", "tesPatchCoord", "3"],
945
+ ["in array", "vec2", "tesTessCoord", "3"],
946
+ ["out block", "VertexData", "outData",
947
+ ["vec4", "Peye"],
948
+ ["vec3", "Neye"]
949
+ ],
950
+ ["out", "vec4", "gsPatchCoord"]
951
+ ]
952
+
953
+ --- --------------------------------------------------------------------------
954
+ -- glsl Mesh.Geometry.TriangleTess
955
+
956
+ vec4 GetPatchCoord(int index)
957
+ {
958
+ return tesPatchCoord[index];
959
+ }
960
+
961
+ void emit(int index, vec4 Peye, vec3 Neye)
962
+ {
963
+ outData.Peye = Peye;
964
+ outData.Neye = Neye;
965
+ gsPatchCoord = GetPatchCoord(index);
966
+ gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
967
+ ApplyClipPlanes(outData.Peye);
968
+
969
+ ProcessPrimvarsOut(index, tesTessCoord[index]);
970
+
971
+ EmitVertex();
972
+ }
973
+
974
+ void main(void)
975
+ {
976
+ gl_PrimitiveID = gl_PrimitiveIDIn;
977
+
978
+ bool isFlipped = IsFlipped(); // consider handedness AND negative-scale
979
+
980
+ vec3 Neye0 = isFlipped ? -inData[0].Neye : inData[0].Neye;
981
+ Neye0 = GetNormal(Neye0, 0, tesTessCoord[0]);
982
+ Neye0 = GetTriGeometryNormal(Neye0, inData[0].Peye, inData[1].Peye,
983
+ inData[2].Peye, isFlipped);
984
+ vec3 Neye1 = isFlipped ? -inData[1].Neye : inData[1].Neye;
985
+ Neye1 = GetNormal(Neye1, 0, tesTessCoord[1]);
986
+ Neye1 = GetTriGeometryNormal(Neye1, inData[0].Peye, inData[1].Peye,
987
+ inData[2].Peye, isFlipped);
988
+ vec3 Neye2 = isFlipped ? -inData[2].Neye : inData[2].Neye;
989
+ Neye2 = GetNormal(Neye2, 0, tesTessCoord[2]);
990
+ Neye2 = GetTriGeometryNormal(Neye2, inData[0].Peye, inData[1].Peye,
991
+ inData[2].Peye, isFlipped);
992
+
993
+ vec4 Peye0 = DisplacementTerminal(
994
+ 0, inData[0].Peye, Neye0, GetPatchCoord(0));
995
+ vec4 Peye1 = DisplacementTerminal(
996
+ 1, inData[1].Peye, Neye1, GetPatchCoord(1));
997
+ vec4 Peye2 = DisplacementTerminal(
998
+ 2, inData[2].Peye, Neye2, GetPatchCoord(2));
999
+
1000
+ // triangle 0: vertices (0,1,2)
1001
+ emit(0, Peye0, Neye0);
1002
+ emit(1, Peye1, Neye1);
1003
+ emit(2, Peye2, Neye2);
1004
+
1005
+ EndPrimitive();
1006
+ }
1007
+
1008
+ --- --------------------------------------------------------------------------
1009
+ -- glsl Mesh.TessEval.VaryingInterpolation
1010
+
1011
+ float InterpolatePrimvar(float inPv0, float inPv1, float inPv2, float inPv3,
1012
+ vec4 basis, vec2 uv)
1013
+ {
1014
+ return basis[0] * inPv0 +
1015
+ basis[1] * inPv1 +
1016
+ basis[2] * inPv2 +
1017
+ basis[3] * inPv3;
1018
+ }
1019
+
1020
+ vec2 InterpolatePrimvar(vec2 inPv0, vec2 inPv1, vec2 inPv2, vec2 inPv3,
1021
+ vec4 basis, vec2 uv)
1022
+ {
1023
+ return basis[0] * inPv0 +
1024
+ basis[1] * inPv1 +
1025
+ basis[2] * inPv2 +
1026
+ basis[3] * inPv3;
1027
+ }
1028
+
1029
+ vec3 InterpolatePrimvar(vec3 inPv0, vec3 inPv1, vec3 inPv2, vec3 inPv3,
1030
+ vec4 basis, vec2 uv)
1031
+ {
1032
+ return basis[0] * inPv0 +
1033
+ basis[1] * inPv1 +
1034
+ basis[2] * inPv2 +
1035
+ basis[3] * inPv3;
1036
+ }
1037
+
1038
+ vec4 InterpolatePrimvar(vec4 inPv0, vec4 inPv1, vec4 inPv2, vec4 inPv3,
1039
+ vec4 basis, vec2 uv)
1040
+ {
1041
+ return basis[0] * inPv0 +
1042
+ basis[1] * inPv1 +
1043
+ basis[2] * inPv2 +
1044
+ basis[3] * inPv3;
1045
+ }
1046
+
1047
+ --- --------------------------------------------------------------------------
1048
+ -- layout Mesh.Geometry.Triangle
1049
+
1050
+ [
1051
+ ["in", "triangles"],
1052
+ ["out", "triangle_strip"],
1053
+ ["out", "3"],
1054
+ ["in block array", "VertexData", "inData", "3",
1055
+ ["vec4", "Peye"],
1056
+ ["vec3", "Neye"]
1057
+ ],
1058
+ ["out block", "VertexData", "outData",
1059
+ ["vec4", "Peye"],
1060
+ ["vec3", "Neye"]
1061
+ ],
1062
+ ["out", "vec4", "gsPatchCoord"]
1063
+ ]
1064
+
1065
+ --- --------------------------------------------------------------------------
1066
+ -- glsl Mesh.Geometry.Triangle
1067
+
1068
+ vec4 GetPatchCoord(int index)
1069
+ {
1070
+ vec2 uv[3];
1071
+ uv[0] = vec2(0, 0); // (0, 0, 1);
1072
+ uv[1] = vec2(1, 0); // (1, 0, 0);
1073
+ uv[2] = vec2(0, 1); // (0, 1, 0);
1074
+
1075
+ ivec3 patchParam = GetPatchParam();
1076
+ return InterpolatePatchCoordTriangle(uv[index], patchParam);
1077
+ }
1078
+
1079
+ void emit(int index, vec4 Peye, vec3 Neye)
1080
+ {
1081
+ outData.Peye = Peye;
1082
+ outData.Neye = Neye;
1083
+
1084
+ gsPatchCoord = GetPatchCoord(index);
1085
+
1086
+ gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
1087
+ ApplyClipPlanes(outData.Peye);
1088
+
1089
+ ProcessPrimvarsOut(index);
1090
+
1091
+ EmitVertex();
1092
+ }
1093
+
1094
+ void main(void)
1095
+ {
1096
+ gl_PrimitiveID = gl_PrimitiveIDIn;
1097
+
1098
+ bool isFlipped = IsFlipped(); // consider handedness AND negative-scale
1099
+
1100
+ vec3 Neye0 = GetNormal(inData[0].Neye, 0);
1101
+ Neye0 = GetTriGeometryNormal(Neye0, inData[0].Peye, inData[1].Peye,
1102
+ inData[2].Peye, isFlipped);
1103
+ vec3 Neye1 = GetNormal(inData[1].Neye, 1);
1104
+ Neye1 = GetTriGeometryNormal(Neye1, inData[0].Peye, inData[1].Peye,
1105
+ inData[2].Peye, isFlipped);
1106
+ vec3 Neye2 = GetNormal(inData[2].Neye, 2);
1107
+ Neye2 = GetTriGeometryNormal(Neye2, inData[0].Peye, inData[1].Peye,
1108
+ inData[2].Peye, isFlipped);
1109
+
1110
+ vec4 Peye0 = DisplacementTerminal(
1111
+ 0, inData[0].Peye, Neye0, GetPatchCoord(0));
1112
+ vec4 Peye1 = DisplacementTerminal(
1113
+ 1, inData[1].Peye, Neye1, GetPatchCoord(1));
1114
+ vec4 Peye2 = DisplacementTerminal(
1115
+ 2, inData[2].Peye, Neye2, GetPatchCoord(2));
1116
+
1117
+ // triangle 0: vertices (0,1,2)
1118
+ emit(0, Peye0, Neye0);
1119
+ emit(1, Peye1, Neye1);
1120
+ emit(2, Peye2, Neye2);
1121
+
1122
+ EndPrimitive();
1123
+ }
1124
+
1125
+ --- --------------------------------------------------------------------------
1126
+ -- layout Mesh.Geometry.TriQuad
1127
+
1128
+ [
1129
+ ["in", "triangles"],
1130
+ ["out", "triangle_strip"],
1131
+ ["out", "3"],
1132
+ ["in block array", "VertexData", "inData", "3",
1133
+ ["vec4", "Peye"],
1134
+ ["vec3", "Neye"]
1135
+ ],
1136
+ ["out block", "VertexData", "outData",
1137
+ ["vec4", "Peye"],
1138
+ ["vec3", "Neye"]
1139
+ ]
1140
+ ]
1141
+
1142
+ --- --------------------------------------------------------------------------
1143
+ -- glsl Mesh.Geometry.TriQuad
1144
+
1145
+ vec4 GetPatchCoord(int index)
1146
+ {
1147
+ vec2 uv[4];
1148
+ uv[0] = vec2(0, 0);
1149
+ uv[1] = vec2(1, 0);
1150
+ uv[2] = vec2(1, 1);
1151
+ uv[3] = vec2(0, 1);
1152
+
1153
+ ivec3 patchParam = GetPatchParam();
1154
+ return InterpolatePatchCoord(uv[index], patchParam);
1155
+ }
1156
+
1157
+ void emit(int index, vec4 Peye, vec3 Neye)
1158
+ {
1159
+ outData.Peye = Peye;
1160
+ outData.Neye = Neye;
1161
+
1162
+ gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
1163
+ ApplyClipPlanes(outData.Peye);
1164
+
1165
+ ProcessPrimvarsOut(index);
1166
+
1167
+ EmitVertex();
1168
+ }
1169
+
1170
+ void main(void)
1171
+ {
1172
+ gl_PrimitiveID = gl_PrimitiveIDIn;
1173
+
1174
+ bool isFlipped = IsFlipped(); // consider handedness AND negative-scale
1175
+
1176
+ vec3 Neye0 = GetNormal(inData[0].Neye, 0);
1177
+ Neye0 = GetTriGeometryNormal(Neye0, inData[0].Peye, inData[1].Peye,
1178
+ inData[2].Peye, isFlipped);
1179
+ vec3 Neye1 = GetNormal(inData[1].Neye, 1);
1180
+ Neye1 = GetTriGeometryNormal(Neye1, inData[0].Peye, inData[1].Peye,
1181
+ inData[2].Peye, isFlipped);
1182
+ vec3 Neye2 = GetNormal(inData[2].Neye, 2);
1183
+ Neye2 = GetTriGeometryNormal(Neye2, inData[0].Peye, inData[1].Peye,
1184
+ inData[2].Peye, isFlipped);
1185
+
1186
+ vec4 Peye0 = DisplacementTerminal(
1187
+ 0, inData[0].Peye, Neye0, GetPatchCoord(0));
1188
+ vec4 Peye1 = DisplacementTerminal(
1189
+ 1, inData[1].Peye, Neye1, GetPatchCoord(1));
1190
+ vec4 Peye2 = DisplacementTerminal(
1191
+ 2, inData[2].Peye, Neye2, GetPatchCoord(2));
1192
+
1193
+ // triangle 0: vertices (0,1,2)
1194
+ emit(0, Peye0, Neye0);
1195
+ emit(1, Peye1, Neye1);
1196
+ emit(2, Peye2, Neye2);
1197
+ EndPrimitive();
1198
+ }
1199
+
1200
+ --- --------------------------------------------------------------------------
1201
+ -- layout Mesh.Geometry.Quad
1202
+
1203
+ [
1204
+ ["in", "lines_adjacency"],
1205
+ ["out", "triangle_strip"],
1206
+ ["out", "6"],
1207
+ ["in block array", "VertexData", "inData", "4",
1208
+ ["vec4", "Peye"],
1209
+ ["vec3", "Neye"]
1210
+ ],
1211
+ ["out block", "VertexData", "outData",
1212
+ ["vec4", "Peye"],
1213
+ ["vec3", "Neye"]
1214
+ ],
1215
+ ["out", "vec4", "gsPatchCoord"]
1216
+ ]
1217
+
1218
+ --- --------------------------------------------------------------------------
1219
+ -- glsl Mesh.Geometry.Quad
1220
+
1221
+ vec4 GetPatchCoord(int index)
1222
+ {
1223
+ vec2 uv[4];
1224
+ uv[0] = vec2(0, 0);
1225
+ uv[1] = vec2(1, 0);
1226
+ uv[2] = vec2(1, 1);
1227
+ uv[3] = vec2(0, 1);
1228
+
1229
+ ivec3 patchParam = GetPatchParam();
1230
+ return InterpolatePatchCoord(uv[index], patchParam);
1231
+ }
1232
+
1233
+ void emit(int index, vec4 Peye, vec3 Neye)
1234
+ {
1235
+ outData.Peye = Peye;
1236
+ outData.Neye = Neye;
1237
+
1238
+ gsPatchCoord = GetPatchCoord(index);
1239
+
1240
+ gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
1241
+ ApplyClipPlanes(outData.Peye);
1242
+
1243
+ ProcessPrimvarsOut(index);
1244
+
1245
+ EmitVertex();
1246
+ }
1247
+
1248
+ void main(void)
1249
+ {
1250
+ gl_PrimitiveID = gl_PrimitiveIDIn;
1251
+
1252
+ bool isFlipped = IsFlipped(); // consider handedness AND negative-scale
1253
+
1254
+ vec3 Neye0 = GetNormal(inData[0].Neye, 0);
1255
+ Neye0 = GetQuadGeometryNormal(Neye0, inData[0].Peye, inData[1].Peye,
1256
+ inData[2].Peye, inData[3].Peye, isFlipped);
1257
+ vec3 Neye1 = GetNormal(inData[1].Neye, 1);
1258
+ Neye1 = GetQuadGeometryNormal(Neye1, inData[0].Peye, inData[1].Peye,
1259
+ inData[2].Peye, inData[3].Peye, isFlipped);
1260
+ vec3 Neye2 = GetNormal(inData[2].Neye, 2);
1261
+ Neye2 = GetQuadGeometryNormal(Neye2, inData[0].Peye, inData[1].Peye,
1262
+ inData[2].Peye, inData[3].Peye, isFlipped);
1263
+ vec3 Neye3 = GetNormal(inData[3].Neye, 3);
1264
+ Neye3 = GetQuadGeometryNormal(Neye3, inData[0].Peye, inData[1].Peye,
1265
+ inData[2].Peye, inData[3].Peye, isFlipped);
1266
+
1267
+ vec4 Peye0 = DisplacementTerminal(
1268
+ 0, inData[0].Peye, Neye0, GetPatchCoord(0));
1269
+ vec4 Peye1 = DisplacementTerminal(
1270
+ 1, inData[1].Peye, Neye1, GetPatchCoord(1));
1271
+ vec4 Peye2 = DisplacementTerminal(
1272
+ 2, inData[2].Peye, Neye2, GetPatchCoord(2));
1273
+ vec4 Peye3 = DisplacementTerminal(
1274
+ 3, inData[3].Peye, Neye3, GetPatchCoord(3));
1275
+
1276
+ // Generate triangles (0,1,2) and (2,3,0)
1277
+ // 3---2
1278
+ // | .|
1279
+ // | . |
1280
+ // |. |
1281
+ // 0---1
1282
+ // The indices post-quadrangulation/subdivision follow the convention:
1283
+ // 0 -> original (hull) vertex
1284
+ // 1,3 -> edge vertices
1285
+ // 2 -> center vertex
1286
+ //
1287
+ // By having index 2 in both the triangles, we ensure the pre-quadrangulated
1288
+ // face's normal (at the center) is part of the rasterizer interpolation,
1289
+ // which matters when we use smooth/limit normals.
1290
+ // In the case of flat normals, we use the vertex positions, so it doesn't
1291
+ // matter.
1292
+
1293
+ // triangle 0: vertices (0,1,2)
1294
+ emit(0, Peye0, Neye0);
1295
+ emit(1, Peye1, Neye1);
1296
+ emit(2, Peye2, Neye2);
1297
+ EndPrimitive();
1298
+
1299
+ // triangle 1: vertices (2,3,0)
1300
+ gl_PrimitiveID = gl_PrimitiveIDIn;
1301
+ emit(2, Peye2, Neye2);
1302
+ emit(3, Peye3, Neye3);
1303
+ emit(0, Peye0, Neye0);
1304
+ EndPrimitive();
1305
+ }
1306
+
1307
+ --- --------------------------------------------------------------------------
1308
+ -- layout Mesh.Fragment.PatchCoord
1309
+
1310
+ [
1311
+ ["in", "vec4", "gsPatchCoord"]
1312
+ ]
1313
+
1314
+ --- --------------------------------------------------------------------------
1315
+ -- glsl Mesh.Fragment.PatchCoord
1316
+
1317
+ vec4 GetInterpolatedPatchCoord()
1318
+ {
1319
+ return gsPatchCoord;
1320
+ }
1321
+
1322
+ --- --------------------------------------------------------------------------
1323
+ -- glsl Mesh.Fragment.PatchCoord.NoGS
1324
+
1325
+ vec4 GetInterpolatedPatchCoord()
1326
+ {
1327
+ return vec4(0);
1328
+ }
1329
+
1330
+ --- --------------------------------------------------------------------------
1331
+ -- layout Mesh.Fragment.PatchCoord.Tess
1332
+
1333
+ [
1334
+ ["in", "vec4", "tesPatchCoord"]
1335
+ ]
1336
+
1337
+ --- --------------------------------------------------------------------------
1338
+ -- glsl Mesh.Fragment.PatchCoord.Tess
1339
+
1340
+ vec4 GetInterpolatedPatchCoord()
1341
+ {
1342
+ return tesPatchCoord;
1343
+ }
1344
+
1345
+ --- --------------------------------------------------------------------------
1346
+ -- glsl Mesh.Fragment.PatchCoord.Triangle
1347
+
1348
+ vec2 GetPatchCoordLocalST()
1349
+ {
1350
+ return GetBarycentricCoord().yz;
1351
+ }
1352
+
1353
+ vec4 GetInterpolatedPatchCoord()
1354
+ {
1355
+ return InterpolatePatchCoordTriangle(
1356
+ GetPatchCoordLocalST(), GetPatchParam());
1357
+ }
1358
+
1359
+ --- --------------------------------------------------------------------------
1360
+ -- glsl Mesh.Fragment.PatchCoord.Quad
1361
+
1362
+ vec2 GetPatchCoordLocalST()
1363
+ {
1364
+ return GetBarycentricCoord().yz;
1365
+ }
1366
+
1367
+ vec4 GetInterpolatedPatchCoord()
1368
+ {
1369
+ return InterpolatePatchCoord(GetPatchCoordLocalST(), GetPatchParam());
1370
+ }
1371
+
1372
+ --- --------------------------------------------------------------------------
1373
+ -- glsl Mesh.Fragment.PatchCoord.TriQuad
1374
+
1375
+ vec2 GetPatchCoordLocalST()
1376
+ {
1377
+ vec3 barycentric = GetBarycentricCoord();
1378
+ if (GetTriQuadID() == 0) {
1379
+ vec2 uv[3] = { vec2(0,0), vec2(1,0), vec2(1,1) };
1380
+ return uv[0]*barycentric.x + uv[1]*barycentric.y + uv[2]*barycentric.z;
1381
+ } else {
1382
+ vec2 uv[3] = { vec2(1,1), vec2(0,1), vec2(0,0) };
1383
+ return uv[0]*barycentric.x + uv[1]*barycentric.y + uv[2]*barycentric.z;
1384
+ }
1385
+ }
1386
+
1387
+ vec4 GetInterpolatedPatchCoord()
1388
+ {
1389
+ return InterpolatePatchCoord(GetPatchCoordLocalST(), GetPatchParam());
1390
+ }
1391
+
1392
+ --- --------------------------------------------------------------------------
1393
+ -- glsl Mesh.Fragment.PatchCoord.TrianglePTVS
1394
+
1395
+ vec2 GetPatchCoordLocalST()
1396
+ {
1397
+ return GetTessCoordTriangle().yz;
1398
+ }
1399
+
1400
+ vec4 GetInterpolatedPatchCoord()
1401
+ {
1402
+ return InterpolatePatchCoordTriangle(
1403
+ GetPatchCoordLocalST(), GetPatchParam());
1404
+ }
1405
+
1406
+ --- --------------------------------------------------------------------------
1407
+ -- glsl Mesh.Fragment.PatchCoord.QuadPTVS
1408
+
1409
+ vec2 GetPatchCoordLocalST()
1410
+ {
1411
+ return GetTessCoordTriangle().yz;
1412
+ }
1413
+
1414
+ vec4 GetInterpolatedPatchCoord()
1415
+ {
1416
+ return InterpolatePatchCoord(GetPatchCoordLocalST(), GetPatchParam());
1417
+ }
1418
+
1419
+ --- --------------------------------------------------------------------------
1420
+ -- glsl Mesh.Fragment.PatchCoord.TriQuadPTVS
1421
+
1422
+ vec2 GetPatchCoordLocalST()
1423
+ {
1424
+ return GetTessCoord().xy;
1425
+ }
1426
+
1427
+ vec4 GetInterpolatedPatchCoord()
1428
+ {
1429
+ return InterpolatePatchCoord(GetPatchCoordLocalST(), GetPatchParam());
1430
+ }
1431
+
1432
+ --- --------------------------------------------------------------------------
1433
+ -- layout Mesh.Fragment
1434
+
1435
+ [
1436
+ ["in block", "VertexData", "inData",
1437
+ ["vec4", "Peye"],
1438
+ ["vec3", "Neye"]
1439
+ ]
1440
+ ]
1441
+
1442
+ --- --------------------------------------------------------------------------
1443
+ -- glsl Mesh.Fragment
1444
+
1445
+ #ifndef HD_HAS_ptexFaceOffset
1446
+ #define HD_HAS_ptexFaceOffset
1447
+ int HdGet_ptexFaceOffset()
1448
+ {
1449
+ return 0;
1450
+ }
1451
+ #endif
1452
+
1453
+ vec4 GetPatchCoord(int localIndex)
1454
+ {
1455
+ vec4 patchCoord = GetInterpolatedPatchCoord();
1456
+ return vec4(patchCoord.xyz, patchCoord.w + HdGet_ptexFaceOffset());
1457
+ }
1458
+
1459
+ vec4 GetPatchCoord()
1460
+ {
1461
+ return GetPatchCoord(0);
1462
+ }
1463
+
1464
+ vec3 ComputeScreenSpacePeye()
1465
+ {
1466
+ return inData.Peye.xyz / inData.Peye.w;
1467
+ }
1468
+
1469
+ vec3 ComputeScreenSpaceNeye()
1470
+ {
1471
+ vec3 Peye = ComputeScreenSpacePeye();
1472
+ vec3 Neye = normalize(cross(dFdx(Peye), dFdy(Peye)));
1473
+ return (gl_FrontFacing ? Neye : -Neye);
1474
+ }
1475
+
1476
+ void main(void)
1477
+ {
1478
+ ApplyDiskSampleMask();
1479
+
1480
+ bool isFlipped = IsFlipped();
1481
+
1482
+ DiscardBasedOnShading(gl_FrontFacing, isFlipped);
1483
+
1484
+ DiscardBasedOnTopologicalVisibility();
1485
+
1486
+ vec4 color = vec4(0.5, 0.5, 0.5, 1);
1487
+ #ifdef HD_HAS_displayColor
1488
+ color.rgb = HdGet_displayColor().rgb;
1489
+ #endif
1490
+ #ifdef HD_HAS_displayOpacity
1491
+ color.a = HdGet_displayOpacity();
1492
+ #endif
1493
+
1494
+ vec3 Peye = ComputeScreenSpacePeye();
1495
+
1496
+ vec3 Neye = inData.Neye;
1497
+ // Normalize Neye after rasterizer interpolation.
1498
+ if (length(Neye) > 0.0) {
1499
+ Neye = normalize(Neye);
1500
+ }
1501
+ // Give the shader key a chance to override the normal.
1502
+ Neye = GetNormal(Neye, 0);
1503
+ // Orient the normal for shading.
1504
+ Neye = GetShadingNormal(Neye, isFlipped);
1505
+
1506
+ vec4 patchCoord = GetPatchCoord();
1507
+ color = ShadingTerminal(vec4(Peye, 1), Neye, color, patchCoord);
1508
+
1509
+ color = ApplyEdgeColor(color, patchCoord);
1510
+
1511
+ #ifdef HD_MATERIAL_TAG_MASKED
1512
+ if (ShouldDiscardByAlpha(color)) {
1513
+ discard;
1514
+ return;
1515
+ }
1516
+ #endif
1517
+
1518
+ RenderOutput(vec4(Peye, 1), Neye, color, patchCoord);
1519
+ }