@tushar-br/editing-pack 1.0.195 → 1.0.197

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 (447) hide show
  1. package/package.json +1 -1
  2. package/staging_area/Blender/cycles_kernel_oneapi_aot.dll +0 -0
  3. package/staging_area/Blender/blender.shared/shaderc_shared.dll +0 -0
  4. package/staging_area/Blender/blender.shared/sndfile.dll +0 -0
  5. package/staging_area/Blender/blender.shared/swresample-5.dll +0 -0
  6. package/staging_area/Blender/blender.shared/swscale-8.dll +0 -0
  7. package/staging_area/Blender/blender.shared/sycl8.dll +0 -0
  8. package/staging_area/Blender/blender.shared/tbb12.dll +0 -0
  9. package/staging_area/Blender/blender.shared/tbbmalloc.dll +0 -0
  10. package/staging_area/Blender/blender.shared/tbbmalloc_proxy.dll +0 -0
  11. package/staging_area/Blender/blender.shared/ur_adapter_level_zero.dll +0 -0
  12. package/staging_area/Blender/blender.shared/ur_adapter_level_zerod.dll +0 -0
  13. package/staging_area/Blender/blender.shared/ur_loader.dll +0 -0
  14. package/staging_area/Blender/blender.shared/ur_loaderd.dll +0 -0
  15. package/staging_area/Blender/blender.shared/ur_win_proxy_loader.dll +0 -0
  16. package/staging_area/Blender/blender.shared/ur_win_proxy_loaderd.dll +0 -0
  17. package/staging_area/Blender/blender.shared/usd/ar/resources/plugInfo.json +0 -23
  18. package/staging_area/Blender/blender.shared/usd/esf/resources/plugInfo.json +0 -15
  19. package/staging_area/Blender/blender.shared/usd/esfUsd/resources/plugInfo.json +0 -15
  20. package/staging_area/Blender/blender.shared/usd/exec/resources/plugInfo.json +0 -15
  21. package/staging_area/Blender/blender.shared/usd/execGeom/resources/plugInfo.json +0 -23
  22. package/staging_area/Blender/blender.shared/usd/execUsd/resources/plugInfo.json +0 -15
  23. package/staging_area/Blender/blender.shared/usd/glf/resources/plugInfo.json +0 -14
  24. package/staging_area/Blender/blender.shared/usd/glf/resources/shaders/pcfShader.glslfx +0 -124
  25. package/staging_area/Blender/blender.shared/usd/glf/resources/shaders/simpleLighting.glslfx +0 -543
  26. package/staging_area/Blender/blender.shared/usd/hd/resources/codegenTemplates/schemaClass.cpp +0 -265
  27. package/staging_area/Blender/blender.shared/usd/hd/resources/codegenTemplates/schemaClass.h +0 -310
  28. package/staging_area/Blender/blender.shared/usd/hd/resources/plugInfo.json +0 -12
  29. package/staging_area/Blender/blender.shared/usd/hdGp/resources/plugInfo.json +0 -24
  30. package/staging_area/Blender/blender.shared/usd/hdSt/resources/plugInfo.json +0 -76
  31. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/basisCurves.glslfx +0 -1365
  32. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/compute.glslfx +0 -439
  33. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/domeLight.glslfx +0 -280
  34. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/edgeId.glslfx +0 -237
  35. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackLighting.glslfx +0 -59
  36. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackLightingShader.glslfx +0 -27
  37. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackMaterialNetwork.glslfx +0 -47
  38. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackVolume.glslfx +0 -97
  39. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/frustumCull.glslfx +0 -448
  40. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/imageShader.glslfx +0 -103
  41. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/instancing.glslfx +0 -217
  42. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/invalidMaterialNetwork.glslfx +0 -53
  43. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/mesh.glslfx +0 -1519
  44. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshFaceCull.glslfx +0 -40
  45. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshNormal.glslfx +0 -201
  46. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshWire.glslfx +0 -326
  47. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/overlayShader.glslfx +0 -66
  48. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/pointDisk.glslfx +0 -103
  49. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/pointId.glslfx +0 -87
  50. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/points.glslfx +0 -155
  51. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/ptexTexture.glslfx +0 -371
  52. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/renderPass.glslfx +0 -319
  53. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/renderPassShader.glslfx +0 -53
  54. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/simpleLightingShader.glslfx +0 -41
  55. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/surfaceHelpers.glslfx +0 -80
  56. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/terminals.glslfx +0 -458
  57. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/visibility.glslfx +0 -80
  58. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/volume.glslfx +0 -631
  59. package/staging_area/Blender/blender.shared/usd/hdSt/resources/textures/fallbackBlackDomeLight.png +0 -0
  60. package/staging_area/Blender/blender.shared/usd/hdStorm/resources/plugInfo.json +0 -22
  61. package/staging_area/Blender/blender.shared/usd/hdsi/resources/plugInfo.json +0 -20
  62. package/staging_area/Blender/blender.shared/usd/hdx/resources/plugInfo.json +0 -14
  63. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/boundingBox.glslfx +0 -52
  64. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/colorChannel.glslfx +0 -53
  65. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/colorCorrection.glslfx +0 -57
  66. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/fullscreen.glslfx +0 -48
  67. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/oitResolveImageShader.glslfx +0 -93
  68. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/outline.glslfx +0 -138
  69. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPass.glslfx +0 -405
  70. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorAndSelectionShader.glslfx +0 -56
  71. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorShader.glslfx +0 -55
  72. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorWithOccludedSelectionShader.glslfx +0 -55
  73. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitOpaqueShader.glslfx +0 -53
  74. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitShader.glslfx +0 -54
  75. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitVolumeShader.glslfx +0 -53
  76. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassPickingShader.glslfx +0 -51
  77. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassShadowShader.glslfx +0 -53
  78. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/selection.glslfx +0 -476
  79. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/skydome.glslfx +0 -46
  80. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/visualize.glslfx +0 -107
  81. package/staging_area/Blender/blender.shared/usd/hdx/resources/textures/StinsonBeach.hdr +0 -0
  82. package/staging_area/Blender/blender.shared/usd/hdx/resources/textures/StinsonBeach.tex +0 -0
  83. package/staging_area/Blender/blender.shared/usd/hgiGL/resources/plugInfo.json +0 -18
  84. package/staging_area/Blender/blender.shared/usd/hgiVulkan/resources/plugInfo.json +0 -18
  85. package/staging_area/Blender/blender.shared/usd/hio/resources/plugInfo.json +0 -25
  86. package/staging_area/Blender/blender.shared/usd/hioOiio/resources/plugInfo.json +0 -20
  87. package/staging_area/Blender/blender.shared/usd/hioOpenVDB/resources/plugInfo.json +0 -20
  88. package/staging_area/Blender/blender.shared/usd/plugInfo.json +0 -5
  89. package/staging_area/Blender/blender.shared/usd/sdf/resources/plugInfo.json +0 -94
  90. package/staging_area/Blender/blender.shared/usd/sdr/resources/plugInfo.json +0 -21
  91. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/CMakeLists.txt +0 -15
  92. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/__init__.py +0 -10
  93. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/api.h +0 -30
  94. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/generatedSchema.classes.txt +0 -16
  95. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/generatedSchema.module.h +0 -11
  96. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/module.cpp +0 -18
  97. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/moduleDeps.cpp +0 -27
  98. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/plugInfo.json +0 -15
  99. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schema.usda +0 -12
  100. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaClass.cpp +0 -438
  101. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaClass.h +0 -489
  102. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaUserDoc.usda +0 -20
  103. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/tokens.cpp +0 -30
  104. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/tokens.h +0 -74
  105. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/wrapSchemaClass.cpp +0 -328
  106. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/wrapTokens.cpp +0 -25
  107. package/staging_area/Blender/blender.shared/usd/usd/resources/generatedSchema.usda +0 -146
  108. package/staging_area/Blender/blender.shared/usd/usd/resources/plugInfo.json +0 -125
  109. package/staging_area/Blender/blender.shared/usd/usd/resources/usd/schema.usda +0 -538
  110. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/generatedSchema.usda +0 -2689
  111. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/plugInfo.json +0 -433
  112. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/usdGeom/schema.usda +0 -2775
  113. package/staging_area/Blender/blender.shared/usd/usdGeomValidators/resources/plugInfo.json +0 -39
  114. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/generatedSchema.usda +0 -28
  115. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/plugInfo.json +0 -38
  116. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/shaders/empty.glslfx +0 -18
  117. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/shaders/shaderDefs.usda +0 -252
  118. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/usdHydra/schema.usda +0 -201
  119. package/staging_area/Blender/blender.shared/usd/usdImaging/resources/plugInfo.json +0 -340
  120. package/staging_area/Blender/blender.shared/usd/usdImagingGL/resources/plugInfo.json +0 -12
  121. package/staging_area/Blender/blender.shared/usd/usdLux/resources/generatedSchema.usda +0 -1165
  122. package/staging_area/Blender/blender.shared/usd/usdLux/resources/plugInfo.json +0 -266
  123. package/staging_area/Blender/blender.shared/usd/usdLux/resources/usdLux/schema.usda +0 -1511
  124. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/generatedSchema.usda +0 -95
  125. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/plugInfo.json +0 -40
  126. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/usdMedia/schema.usda +0 -214
  127. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/generatedSchema.usda +0 -20
  128. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/disney_principled.mtlx +0 -140
  129. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/gltf_pbr.mtlx +0 -695
  130. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_add.mtlx +0 -52
  131. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_conductor.mtlx +0 -123
  132. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_dielectric.mtlx +0 -163
  133. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_diffuse.mtlx +0 -45
  134. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_emission.mtlx +0 -20
  135. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_generalized_schlick.mtlx +0 -172
  136. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_iridescence.mtlx +0 -103
  137. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_layer.mtlx +0 -27
  138. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_mix.mtlx +0 -41
  139. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_sheen.mtlx +0 -41
  140. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_sss.mtlx +0 -60
  141. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_surface.mtlx +0 -28
  142. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_translucent.mtlx +0 -22
  143. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/open_pbr_surface.mtlx +0 -676
  144. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/standard_surface.mtlx +0 -431
  145. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/open_pbr_to_standard_surface.mtlx +0 -362
  146. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_gltf_pbr.mtlx +0 -166
  147. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_open_pbr.mtlx +0 -309
  148. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_usd.mtlx +0 -128
  149. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/usd_preview_surface.mtlx +0 -438
  150. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/cmlib/cmlib_defs.mtlx +0 -110
  151. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/cmlib/cmlib_ng.mtlx +0 -392
  152. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/lights_genglsl_impl.mtlx +0 -13
  153. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_directional_light.glsl +0 -5
  154. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_point_light.glsl +0 -8
  155. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_spot_light.glsl +0 -13
  156. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/lights_genmsl_impl.mtlx +0 -13
  157. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_directional_light.metal +0 -5
  158. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_point_light.metal +0 -8
  159. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_spot_light.metal +0 -13
  160. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/lights_defs.mtlx +0 -53
  161. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/core.mdl +0 -206
  162. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/hsv.mdl +0 -80
  163. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/noise.mdl +0 -759
  164. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib.mdl +0 -30
  165. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_10.mdl +0 -234
  166. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_6.mdl +0 -1083
  167. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_7.mdl +0 -265
  168. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_8.mdl +0 -36
  169. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_9.mdl +0 -373
  170. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/sampling.mdl +0 -182
  171. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib.mdl +0 -18
  172. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_10.mdl +0 -18
  173. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_6.mdl +0 -4474
  174. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_7.mdl +0 -18
  175. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_8.mdl +0 -444
  176. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_9.mdl +0 -388
  177. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genglsl/nprlib_genglsl_impl.mtlx +0 -17
  178. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genmdl/nprlib_genmdl_impl.mtlx +0 -17
  179. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genmsl/nprlib_genmsl_impl.mtlx +0 -17
  180. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genosl/nprlib_genosl_impl.mtlx +0 -17
  181. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/nprlib_defs.mtlx +0 -55
  182. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/nprlib_ng.mtlx +0 -114
  183. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/pbrlib/genglsl/lib/mx_closure_type.glsl +0 -17
  184. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/pbrlib/genglsl/lib/mx_environment_fis.glsl +0 -69
  185. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/pbrlib/genglsl/lib/mx_environment_none.glsl +0 -11
  186. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/pbrlib/genglsl/lib/mx_environment_prefilter.glsl +0 -30
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@@ -1,1365 +0,0 @@
1
- -- glslfx version 0.1
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-
3
- //
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- // Copyright 2016 Pixar
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- //
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- // Licensed under the terms set forth in the LICENSE.txt file available at
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- // https://openusd.org/license.
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- //
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-
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- --- This is what an import might look like.
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- --- #import $TOOLS/hdSt/shaders/basisCurves.glslfx
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-
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- #import $TOOLS/hdSt/shaders/instancing.glslfx
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- #import $TOOLS/hdSt/shaders/terminals.glslfx
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- #import $TOOLS/hdSt/shaders/pointId.glslfx
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- #import $TOOLS/hdSt/shaders/pointDisk.glslfx
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- #import $TOOLS/hdSt/shaders/visibility.glslfx
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-
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- // Known issues:
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- // * The direction of the 'v' post tessellation is inconsistent between
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- // curve representations with regards to whether it increases from left to right
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- // or right to left. If we start using materials that require 'v', we should fix
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- // this to be both consistent and match the RenderMan default orientation.
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- //
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- // * RenderMan uses 'u' describe the parameter along curve profile and 'v' to
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- // describe the curve length. It's opposite here. It would be good to align
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- // these once we start to use 'u' and 'v' in curve materials.
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- //
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- // * We might want to explore using fractional_even_spacing to better preserve
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- // the shape of cubic curves.
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- //
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- // * We've realized that u appears to be 'backwards' in many cases, and so we
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- // have updated many of the functions to use
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- // mix(endPointValue, startPointValue, u) when intuitively it should be
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- // the other way around.
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-
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- --- --------------------------------------------------------------------------
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- -- glsl Curves.CommonData
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-
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- struct Coeffs
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- {
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- vec4 basis;
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- vec4 tangent_basis;
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- };
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-
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- struct CurveData
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- {
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- vec4 Peye[4];
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- vec3 Neye[4];
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- };
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-
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- float WorldToPixelWidth(MAT4 projMat, float posZ)
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- {
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- // If any screen space width operations are required, compute the
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- // conversion factor from world units to screen pixels at this curve tess
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- // position. Critically, this procedure does not rely on the thickening
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- // 'direction' vector, which may point out of the image plane and have
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- // zero apparent screen-space length in some circumstances.
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- //
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- // This procedure is correct for both perspective and ortho cameras. It is a
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- // boiled-down x-only expression of the projected pixel length of a
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- // hypothetical unit X vector in eye space, and can be derived by writing a
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- // projection matrix transforming (1,0,0,1) and performing the usual
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- // division by w. Since the viewport is 2 NDC units across, we take half the
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- // viewportSizeX. The division is by -position.z for perspective projections
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- // and by 1 for ortho projections, using entries 2,3 and 3,3 to select
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- // which. See articles on the forms of these projection matrices for more
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- // info.
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- float x = projMat[0][0];
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- float w = posZ * projMat[2][3] + projMat[3][3];
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- float viewportSizeX = GetViewport().z;
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- return abs((viewportSizeX * 0.5) * (x / w));
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- }
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-
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- --- --------------------------------------------------------------------------
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- -- glsl Curves.PostTess.CurveData
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-
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- CurveData PopulatePeyeAndNeye()
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- {
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- MAT4 transform = ApplyInstanceTransform(HdGet_transform());
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- MAT4 transformInv = ApplyInstanceTransformInverse(HdGet_transformInverse());
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-
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- CurveData vertexData;
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- for (int i = 0; i < HD_NUM_PATCH_VERTS; i++) {
85
- vertexData.Peye[i] = vec4(GetWorldToViewMatrix() * transform *
86
- vec4(HdGet_points(i), 1.0));
87
- vertexData.Neye[i] = getNormal(transpose(transformInv *
88
- GetWorldToViewInverseMatrix()), i);
89
- }
90
- return vertexData;
91
- }
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-
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- --- --------------------------------------------------------------------------
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- -- glsl Curves.Tess.CurveData.Patch
95
-
96
- CurveData PopulatePeyeAndNeye()
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- {
98
- CurveData vertexData;
99
- for (int i = 0; i < gl_MaxPatchVertices; i++) {
100
- vertexData.Peye[i] = inData[i].Peye;
101
- vertexData.Neye[i] = inData[i].Neye;
102
- }
103
- return vertexData;
104
- }
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-
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- --- --------------------------------------------------------------------------
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- -- glsl Curves.Tess.CurveData.Wire
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-
109
- CurveData PopulatePeye()
110
- {
111
- CurveData vertexData;
112
- for (int i = 0; i < gl_MaxPatchVertices; i++) {
113
- vertexData.Peye[i] = inData[i].Peye;
114
- }
115
- return vertexData;
116
- }
117
-
118
- --- --------------------------------------------------------------------------
119
- -- glsl Curves.TessFactorsGLSL
120
-
121
- void SetTessFactors(float out0, float out1, float out2, float out3,
122
- float in0, float in1)
123
- {
124
- gl_TessLevelOuter[0] = out0;
125
- gl_TessLevelOuter[1] = out1;
126
- gl_TessLevelOuter[2] = out2;
127
- gl_TessLevelOuter[3] = out3;
128
-
129
- gl_TessLevelInner[0] = in0;
130
- gl_TessLevelInner[1] = in1;
131
- }
132
-
133
- --- --------------------------------------------------------------------------
134
- -- glsl Curves.TessFactorsMSL
135
-
136
- void SetTessFactors(float out0, float out1, float out2, float out3,
137
- float in0, float in1)
138
- {
139
- device half *tessAsHalf = (device half *)tessFactors + patch_id * 6;
140
-
141
- tessAsHalf[0] = half(out0);
142
- tessAsHalf[1] = half(out1);
143
- tessAsHalf[2] = half(out2);
144
- tessAsHalf[3] = half(out3);
145
-
146
- tessAsHalf[4] = half(in0);
147
- tessAsHalf[5] = half(in1);
148
- }
149
-
150
- --- --------------------------------------------------------------------------
151
- -- layout Curves.Vertex.Patch
152
-
153
- [
154
- ["out block", "CurveVertexData", "outData",
155
- ["vec4", "Peye"],
156
- ["vec3", "Neye"]
157
- ]
158
- ]
159
-
160
- --- --------------------------------------------------------------------------
161
- -- glsl Curves.Vertex.Patch
162
-
163
- // We will either generate a camera facing normal or use the authored normal.
164
- FORWARD_DECL(vec3 getNormal(MAT4 transform));
165
- // Fwd declare methods defined in pointId.glslfx and pointDisk.glslfx
166
- // that are used below.
167
- FORWARD_DECL(int GetPointId());
168
- FORWARD_DECL(float GetPointRasterSize(int));
169
- FORWARD_DECL(void ProcessPointId(int));
170
- FORWARD_DECL(float ApplyPointSizeBias(float));
171
-
172
- void main(void)
173
- {
174
- MAT4 transform = ApplyInstanceTransform(HdGet_transform());
175
- MAT4 transformInv = ApplyInstanceTransformInverse(HdGet_transformInverse());
176
-
177
- outData.Peye = vec4(GetWorldToViewMatrix() * transform *
178
- vec4(HdGet_points(), 1));
179
- outData.Neye = getNormal(transpose(transformInv *
180
- GetWorldToViewInverseMatrix()));
181
-
182
- ProcessPrimvarsIn();
183
-
184
- gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
185
- ApplyClipPlanes(outData.Peye);
186
-
187
- int pointId = GetPointId();
188
- #if defined(HD_HAS_pointSizeScale)
189
- float scale = HdGet_pointSizeScale();
190
- #else
191
- float scale = 1;
192
- #endif
193
- gl_PointSize = ApplyPointSizeBias(
194
- GetPointRasterSize(pointId) * scale);
195
- ProcessPointId(pointId);
196
- }
197
-
198
- --- --------------------------------------------------------------------------
199
- -- glsl Curves.Vertex.Normal.Implicit
200
-
201
- vec3 getNormal(MAT4 transform)
202
- {
203
- // Generate a camera-facing normal in camera/eye space, designed to match
204
- // RenderMan.
205
- return vec3(0, 0, 1);
206
- }
207
-
208
- --- --------------------------------------------------------------------------
209
- -- glsl Curves.Vertex.Normal.Oriented
210
-
211
- vec3 getNormal(MAT4 transform)
212
- {
213
- return (transform * vec4(HdGet_normals(), 0)).xyz;
214
- }
215
-
216
- --- --------------------------------------------------------------------------
217
- -- glsl Curves.PostTess.Normal.Implicit
218
-
219
- vec3 getNormal(MAT4 transform, int index)
220
- {
221
- // Generate a camera-facing normal in camera/eye space, designed to match
222
- // RenderMan.
223
- return vec3(0, 0, 1);
224
- }
225
-
226
- --- --------------------------------------------------------------------------
227
- -- glsl Curves.PostTess.Normal.Oriented
228
-
229
- vec3 getNormal(MAT4 transform, int index)
230
- {
231
- return (transform * vec4(HdGet_normals(index), 0)).xyz;
232
- }
233
-
234
- --- --------------------------------------------------------------------------
235
- -- layout Curves.Vertex.Wire
236
-
237
- [
238
- ["out block", "CurveVertexData", "outData",
239
- ["vec4", "Peye"]
240
- ]
241
- ]
242
-
243
- --- --------------------------------------------------------------------------
244
- -- glsl Curves.Vertex.Wire
245
-
246
- // Fwd declare methods defined in pointId.glslfx and pointDisk.glslfx
247
- // that are used below.
248
- FORWARD_DECL(int GetPointId());
249
- FORWARD_DECL(float GetPointRasterSize(int));
250
- FORWARD_DECL(void ProcessPointId(int));
251
- FORWARD_DECL(float ApplyPointSizeBias(float));
252
-
253
- void main(void)
254
- {
255
- MAT4 transform = ApplyInstanceTransform(HdGet_transform());
256
-
257
- outData.Peye = vec4(GetWorldToViewMatrix() * transform *
258
- vec4(HdGet_points(), 1));
259
-
260
- ProcessPrimvarsIn();
261
-
262
- gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
263
- ApplyClipPlanes(outData.Peye);
264
-
265
- int pointId = GetPointId();
266
- #if defined(HD_HAS_pointSizeScale)
267
- float scale = HdGet_pointSizeScale();
268
- #else
269
- float scale = 1;
270
- #endif
271
- gl_PointSize = ApplyPointSizeBias(
272
- GetPointRasterSize(pointId) * scale);
273
- ProcessPointId(pointId);
274
- }
275
-
276
- --- --------------------------------------------------------------------------
277
- -- glsl Curves.CommonControl
278
-
279
- float GetMaxTess()
280
- {
281
- // Should be replaced with a uniform
282
- return 40;
283
- }
284
-
285
- float GetPixelToTessRatio()
286
- {
287
- // Should be replaced with a uniform
288
- return 20.0;
289
- }
290
-
291
- float TessWidthFromScreenSize(float screenSpaceSize)
292
- {
293
- return clamp(screenSpaceSize / GetPixelToTessRatio(), 1.0, GetMaxTess());
294
- }
295
-
296
- float TessLengthFromScreenSize(float screenSpaceSize)
297
- {
298
- return clamp(screenSpaceSize / GetPixelToTessRatio(), 0.0, GetMaxTess());
299
- }
300
-
301
- vec2 projectToScreen(MAT4 projMat, vec4 P, vec2 screen_size)
302
- {
303
- vec4 res = vec4(projMat * P);
304
- res /= res.w;
305
- return (clamp(res.xy, -1.3f, 1.3f) + 1.0f) * (screen_size * 0.5f);
306
- }
307
-
308
- #ifdef HD_HAS_widths
309
- float GetScreenSpaceWidth(int index, CurveData vertexData, MAT4 projMat)
310
- {
311
- float width = HdGet_widths(index);
312
-
313
- #ifdef HD_HAS_screenSpaceWidths
314
- bool screenSpaceWidths = HdGet_screenSpaceWidths(index);
315
- #else
316
- bool screenSpaceWidths = false;
317
- #endif
318
- if (!screenSpaceWidths) {
319
- width = WorldToPixelWidth(projMat, vertexData.Peye[index].z) * width;
320
- }
321
-
322
- #ifdef HD_HAS_minScreenSpaceWidths
323
- width = max(width, HdGet_minScreenSpaceWidths(index));
324
- #endif
325
-
326
- return width;
327
- }
328
- #endif
329
-
330
- --- --------------------------------------------------------------------------
331
- -- glsl Curves.PostTessControl.Linear.Patch
332
-
333
- void main(void)
334
- {
335
- CurveData vertexData = PopulatePeyeAndNeye();
336
- determineLODSettings(vertexData);
337
- }
338
-
339
- --- --------------------------------------------------------------------------
340
- -- layout Curves.TessControl.Linear.Patch
341
-
342
- [
343
- ["out", "HD_NUM_PATCH_EVAL_VERTS"],
344
- ["in block array", "CurveVertexData", "inData", "gl_MaxPatchVertices",
345
- ["vec4", "Peye"],
346
- ["vec3", "Neye"]
347
- ],
348
- ["out block array", "CurveVertexData", "outData", "HD_NUM_PATCH_EVAL_VERTS",
349
- ["vec4", "Peye"],
350
- ["vec3", "Neye"]
351
- ]
352
- ]
353
-
354
- --- --------------------------------------------------------------------------
355
- -- glsl Curves.TessControl.Linear.Patch
356
-
357
- void determineLODSettings(CurveData vertexData);
358
- void main(void)
359
- {
360
- if (gl_InvocationID == 0) {
361
- CurveData vertexData = PopulatePeyeAndNeye();
362
- determineLODSettings(vertexData);
363
- }
364
-
365
- outData[gl_InvocationID].Peye = inData[gl_InvocationID].Peye;
366
- outData[gl_InvocationID].Neye = inData[gl_InvocationID].Neye;
367
-
368
- ProcessPrimvarsOut();
369
- }
370
-
371
- --- --------------------------------------------------------------------------
372
- -- glsl Curves.CommonControl.Linear.Ribbon
373
-
374
- // Use the length of the control points in screen space to determine how many
375
- // times to subdivide the curve.
376
- void determineLODSettings(CurveData vertexData)
377
- {
378
- SetTessFactors(1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
379
- }
380
-
381
- --- --------------------------------------------------------------------------
382
- -- glsl Curves.CommonControl.Linear.HalfTube
383
-
384
- // Use the width of the control points in screen space to determine how
385
- // many times to subdivide the curve.
386
- void determineLODSettings(CurveData vertexData)
387
- {
388
- MAT4 projMat = GetProjectionMatrix();
389
-
390
- // Length-wise factors
391
- float w0 = GetScreenSpaceWidth(0, vertexData, projMat);
392
- float w1 = GetScreenSpaceWidth(1, vertexData, projMat);
393
-
394
- // increase detail in width by this value so tube geometry is better
395
- // captured
396
- const float widthMultiplier = 2.0;
397
-
398
- float maxWidthScreenSpace = max(w0, w1);
399
-
400
- float level_w = TessWidthFromScreenSize(maxWidthScreenSpace * widthMultiplier);
401
-
402
- // tessfactors for vert 0 and 1 seperate to match neighbor and avoid seams
403
- float level_w0 = TessWidthFromScreenSize(w0 * widthMultiplier);
404
- float level_w1 = TessWidthFromScreenSize(w1 * widthMultiplier);
405
-
406
- // Note: using level_w for both inner levels, if we use 1.0 for the
407
- // lengthwise inner factor we can produce inner vertices at the quad's edge
408
- // https://docs.vulkan.org/spec/latest/chapters/tessellation.html#tessellation-quad-tessellation
409
- SetTessFactors(1.0f, level_w1, 1.0f, level_w0, level_w, level_w);
410
- }
411
-
412
- --- --------------------------------------------------------------------------
413
- -- glsl Curves.PostTessControl.Cubic.Wire
414
- void main(void)
415
- {
416
- MAT4 projMat = HdGet_projectionMatrix();
417
- vec4 viewport = HdGet_viewport();
418
- vec2 screen_size = vec2(viewport.z, viewport.w);
419
-
420
- CurveData vertexData = PopulatePeyeAndNeye(Peye, Neye);
421
- vec2 v0 = projectToScreen(projMat, vertexData.Peye[0], screen_size);
422
- vec2 v1 = projectToScreen(projMat, vertexData.Peye[1], screen_size);
423
- vec2 v2 = projectToScreen(projMat, vertexData.Peye[2], screen_size);
424
- vec2 v3 = projectToScreen(projMat, vertexData.Peye[3], screen_size);
425
-
426
- // Need to handle off screen
427
- float dist = distance(v0, v1) + distance(v1, v2) + distance(v2, v3);
428
- float level = TessLengthFromScreenSize(dist);
429
-
430
- SetTessFactors(1.0f, 1.0f, 1.0f, 1.0f, 1.0f, level);
431
- }
432
-
433
- --- --------------------------------------------------------------------------
434
- -- layout Curves.TessControl.Cubic.Wire
435
-
436
- [
437
- ["out", "HD_NUM_PATCH_EVAL_VERTS"],
438
- ["in block array", "CurveVertexData", "inData", "gl_MaxPatchVertices",
439
- ["vec4", "Peye"]
440
- ],
441
- ["out block array", "CurveVertexData", "outData", "HD_NUM_PATCH_EVAL_VERTS",
442
- ["vec4", "Peye"]
443
- ]
444
- ]
445
-
446
- --- --------------------------------------------------------------------------
447
- -- glsl Curves.TessControl.Cubic.Wire
448
-
449
- void determineLODSettings(CurveData vertexData);
450
- void main(void)
451
- {
452
- if (gl_InvocationID == 0) {
453
- CurveData vertexData = PopulatePeye();
454
- determineLODSettings(vertexData);
455
- }
456
-
457
- outData[gl_InvocationID].Peye = inData[gl_InvocationID].Peye;
458
-
459
- ProcessPrimvarsOut();
460
- }
461
-
462
- // Use the length of the control points in screen space to determine how many
463
- // times to subdivide the curve.
464
- void determineLODSettings(CurveData vertexData)
465
- {
466
- MAT4 projMat = GetProjectionMatrix();
467
- vec4 viewport = GetViewport();
468
- vec2 screen_size = vec2(viewport.z, viewport.w);
469
- vec2 v0 = projectToScreen(projMat, vertexData.Peye[0], screen_size);
470
- vec2 v1 = projectToScreen(projMat, vertexData.Peye[1], screen_size);
471
- vec2 v2 = projectToScreen(projMat, vertexData.Peye[2], screen_size);
472
- vec2 v3 = projectToScreen(projMat, vertexData.Peye[3], screen_size);
473
-
474
- // Need to handle off screen
475
- float dist = distance(v0, v1) + distance(v1, v2) + distance(v2, v3);
476
- float level = TessLengthFromScreenSize(dist);
477
-
478
- SetTessFactors(1.0f, level, 0.0f, 0.0f, 0.0f, 0.0f);
479
- }
480
-
481
- --- --------------------------------------------------------------------------
482
- -- glsl Curves.PostTessControl.Cubic.Patch
483
-
484
- void main(void)
485
- {
486
- CurveData vertexData = PopulatePeyeAndNeye();
487
- determineLODSettings(vertexData);
488
- }
489
-
490
- --- --------------------------------------------------------------------------
491
- -- layout Curves.TessControl.Cubic.Patch
492
-
493
- [
494
- ["out", "HD_NUM_PATCH_EVAL_VERTS"],
495
- ["in block array", "CurveVertexData", "inData", "gl_MaxPatchVertices",
496
- ["vec4", "Peye"],
497
- ["vec3", "Neye"]
498
- ],
499
- ["out block array", "CurveVertexData", "outData", "HD_NUM_PATCH_EVAL_VERTS",
500
- ["vec4", "Peye"],
501
- ["vec3", "Neye"]
502
- ]
503
- ]
504
-
505
- --- --------------------------------------------------------------------------
506
- -- glsl Curves.TessControl.Cubic.Patch
507
-
508
- void determineLODSettings(CurveData vertexData);
509
- void main(void)
510
- {
511
- if (gl_InvocationID == 0) {
512
- CurveData vertexData = PopulatePeyeAndNeye();
513
- determineLODSettings(vertexData);
514
- }
515
-
516
- outData[gl_InvocationID].Peye = inData[gl_InvocationID].Peye;
517
- outData[gl_InvocationID].Neye = inData[gl_InvocationID].Neye;
518
-
519
- ProcessPrimvarsOut();
520
- }
521
-
522
- --- --------------------------------------------------------------------------
523
- -- glsl Curves.CommonControl.Cubic.Ribbon
524
-
525
- // Use the length of the control points in screen space to determine how many
526
- // times to subdivide the curve.
527
- void determineLODSettings(CurveData vertexData)
528
- {
529
- MAT4 projMat = GetProjectionMatrix();
530
- vec4 viewport = GetViewport();
531
- vec2 screen_size = vec2(viewport.z, viewport.w);
532
- vec2 v0 = projectToScreen(projMat, vertexData.Peye[0], screen_size);
533
- vec2 v1 = projectToScreen(projMat, vertexData.Peye[1], screen_size);
534
- vec2 v2 = projectToScreen(projMat, vertexData.Peye[2], screen_size);
535
- vec2 v3 = projectToScreen(projMat, vertexData.Peye[3], screen_size);
536
-
537
- // Need to handle off screen
538
- float dist = distance(v0, v1) + distance(v1, v2) + distance(v2, v3);
539
- float level = TessLengthFromScreenSize(dist);
540
-
541
- SetTessFactors(level, 1.0f, level, 1.0f, 1.0f, level);
542
- }
543
-
544
- --- --------------------------------------------------------------------------
545
- -- glsl Curves.CommonControl.Cubic.HalfTube
546
-
547
- float evaluateBasisWidth(float u,
548
- CurveData vertexData, float screenSpaceWidthsArr[4])
549
- {
550
- vec4 basis = evaluateBasis(u, vertexData.Peye).basis;
551
-
552
- float screenSpaceWidth = basis[0] * screenSpaceWidthsArr[0]
553
- + basis[1] * screenSpaceWidthsArr[1]
554
- + basis[2] * screenSpaceWidthsArr[2]
555
- + basis[3] * screenSpaceWidthsArr[3];
556
-
557
- // increase detail in width by this value so tube curvature is better
558
- // captured
559
- const float widthMultiplier = 2.0;
560
- return TessWidthFromScreenSize(screenSpaceWidth * widthMultiplier);
561
- }
562
-
563
- // Use the length of the control points in screen space to determine how many
564
- // times to subdivide the curve.
565
- // Use the width of the evaluated points in screen space to determine
566
- // width-wise subdivision.
567
- void determineLODSettings(CurveData vertexData)
568
- {
569
- MAT4 projMat = GetProjectionMatrix();
570
- vec4 viewport = GetViewport();
571
- vec2 screen_size = vec2(viewport.z, viewport.w);
572
-
573
- // Length-wise factors
574
- vec2 v0 = projectToScreen(projMat, vertexData.Peye[0], screen_size);
575
- vec2 v1 = projectToScreen(projMat, vertexData.Peye[1], screen_size);
576
- vec2 v2 = projectToScreen(projMat, vertexData.Peye[2], screen_size);
577
- vec2 v3 = projectToScreen(projMat, vertexData.Peye[3], screen_size);
578
-
579
- // Need to handle off screen
580
- float dist = distance(v0, v1) + distance(v1, v2) + distance(v2, v3);
581
- float level = TessLengthFromScreenSize(dist);
582
-
583
- // Width-wise factors
584
- float widths[4];
585
- widths[0] = GetScreenSpaceWidth(0, vertexData, projMat);
586
- widths[1] = GetScreenSpaceWidth(1, vertexData, projMat);
587
- widths[2] = GetScreenSpaceWidth(2, vertexData, projMat);
588
- widths[3] = GetScreenSpaceWidth(3, vertexData, projMat);
589
-
590
- // Convert control point relative width to evaluated
591
- // width based tessellation level
592
- float level_u0_00 = evaluateBasisWidth(0.00, vertexData, widths);
593
- float level_u0_33 = evaluateBasisWidth(0.33, vertexData, widths);
594
- float level_u0_66 = evaluateBasisWidth(0.66, vertexData, widths);
595
- float level_u1_00 = evaluateBasisWidth(1.00, vertexData, widths);
596
-
597
- float level_uAvg = (level_u0_00 + level_u0_33
598
- + level_u0_66 + level_u1_00) / 4.0;
599
-
600
- // using level_u0_00 and level_u1_00 on edges to avoid discontinuities
601
- SetTessFactors(level, level_u0_00, level, level_u1_00, level_uAvg, level);
602
- }
603
-
604
- --- --------------------------------------------------------------------------
605
- -- layout Curves.PostTessVertex.Cubic.Wire
606
-
607
- [
608
- ["in", "quads"],
609
- ["in", "fractional_odd_spacing"],
610
- ["in", "ccw"],
611
- ["out block", "CurveVertexData", "outData",
612
- ["vec4", "Peye"]
613
- ]
614
- ]
615
-
616
- --- --------------------------------------------------------------------------
617
- -- glsl Curves.PostTessVertex.Cubic.Wire
618
-
619
- void main(void)
620
- {
621
- float u = gl_TessCoord.x;
622
- float v = .5;
623
-
624
- CurveData vertexData = PopulatePeyeAndNeye();
625
-
626
- Coeffs coeffs = evaluateBasis(u, vertexData.Peye);
627
- vec4 basis = coeffs.basis;
628
- vec4 pos = basis[0] * vertexData.Peye[0] +
629
- basis[1] * vertexData.Peye[1] +
630
- basis[2] * vertexData.Peye[2] +
631
- basis[3] * vertexData.Peye[3];
632
-
633
- outData.Peye = pos;
634
- gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
635
-
636
- ApplyClipPlanes(outData.Peye);
637
-
638
- ProcessPrimvarsOut(basis, 0, 1, 2, 3, vec2(u, v)); // interpolate varying primvars
639
- }
640
-
641
- --- --------------------------------------------------------------------------
642
- -- layout Curves.TessEval.Cubic.Wire
643
-
644
- [
645
- ["in", "isolines"],
646
- ["in", "fractional_odd_spacing"],
647
- ["in block array", "CurveVertexData", "inData", "gl_MaxPatchVertices",
648
- ["vec4", "Peye"]
649
- ],
650
- ["out block", "CurveVertexData", "outData",
651
- ["vec4", "Peye"]
652
- ]
653
- ]
654
-
655
- --- --------------------------------------------------------------------------
656
- -- glsl Curves.TessEval.Cubic.Wire
657
-
658
- FORWARD_DECL(Coeffs evaluateBasis(float u, const vec4 cv[4]));
659
-
660
- void main()
661
- {
662
- float u = gl_TessCoord.x;
663
- float v = .5;
664
-
665
- const vec4 cv[4] = {
666
- inData[0].Peye,
667
- inData[1].Peye,
668
- inData[2].Peye,
669
- inData[3].Peye,
670
- };
671
-
672
- Coeffs coeffs = evaluateBasis(u, cv);
673
- vec4 basis = coeffs.basis;
674
- vec4 pos =
675
- basis[0] * cv[0] +
676
- basis[1] * cv[1] +
677
- basis[2] * cv[2] +
678
- basis[3] * cv[3];
679
-
680
- outData.Peye = pos;
681
- gl_Position = vec4(GetProjectionMatrix() * outData.Peye);
682
-
683
- ApplyClipPlanes(outData.Peye);
684
-
685
- ProcessPrimvarsOut(basis, 0, 1, 2, 3, vec2(u, v)); // interpolate varying primvars
686
- }
687
-
688
- --- --------------------------------------------------------------------------
689
- -- layout Curves.PostTessVertex.Patch
690
-
691
- [
692
- ["in", "quads"],
693
- ["in", "fractional_odd_spacing"],
694
- ["in", "ccw"],
695
- ["out block", "CurveVertexData", "outData",
696
- ["vec4", "Peye"],
697
- ["vec3", "Neye"]
698
- ],
699
- ["out", "float", "u"],
700
- ["out", "float", "v"]
701
- ]
702
-
703
- --- --------------------------------------------------------------------------
704
- -- glsl Curves.PostTessVertex.Patch
705
-
706
- --- --------------------------------------------------------------------------
707
- -- layout Curves.TessEval.Patch
708
-
709
- [
710
- ["in", "quads"],
711
- ["in", "fractional_odd_spacing"],
712
- ["in", "ccw"],
713
- ["in block array", "CurveVertexData", "inData", "gl_MaxPatchVertices",
714
- ["vec4", "Peye"],
715
- ["vec3", "Neye"]
716
- ],
717
- ["out block", "CurveVertexData", "outData",
718
- ["vec4", "Peye"],
719
- ["vec3", "Neye"]
720
- ],
721
- ["out", "float", "u"],
722
- ["out", "float", "v"]
723
- ]
724
-
725
- --- --------------------------------------------------------------------------
726
- -- glsl Curves.TessEval.Patch
727
-
728
- --- --------------------------------------------------------------------------
729
- -- glsl Curves.CommonEval.Patch
730
-
731
- // Predefine so that we can later swap in the correct one depending
732
- // on what type of curve we have
733
-
734
- FORWARD_DECL(
735
- void evaluate(float u, float v, REF(thread, vec4) position,
736
- REF(thread, vec4) tangent, REF(thread, float) width,
737
- REF(thread, vec3) normal, CurveData vertexData));
738
- FORWARD_DECL(Coeffs evaluateBasis(float u, const vec4 cv[4]));
739
-
740
- // it's the responsibility of orient to store Neye, usually with either
741
- // the computed normal or the tangent (from which the normal will be computed
742
- // in the fragment shader.)
743
- FORWARD_DECL(vec3 orient(float v, vec4 position, vec4 tangent, vec3 normal));
744
-
745
- void main()
746
- {
747
- u = gl_TessCoord.y;
748
- v = gl_TessCoord.x;
749
-
750
- CurveData vertexData = PopulatePeyeAndNeye();
751
-
752
- Coeffs coeffs = evaluateBasis(u, vertexData.Peye);
753
- vec4 basis = coeffs.basis;
754
-
755
- vec4 position;
756
- vec4 tangent;
757
- float rawWidth;
758
- vec3 normal;
759
-
760
- evaluate(u, v, position, tangent, rawWidth, normal, vertexData);
761
- vec3 direction = orient(v, position, tangent, normal);
762
- MAT4 transform = ApplyInstanceTransform(HdGet_transform());
763
-
764
- float worldSpaceWidth = rawWidth * length(
765
- GetWorldToViewMatrix() * transform * vec4(direction, 0));
766
-
767
- MAT4 projMat = GetProjectionMatrix();
768
-
769
- #if defined(HD_HAS_screenSpaceWidths) || defined(HD_HAS_minScreenSpaceWidths)
770
- float worldToPixelWidth = WorldToPixelWidth(projMat, position.z);
771
-
772
- #ifdef HD_HAS_screenSpaceWidths
773
- if (HdGet_screenSpaceWidths()) {
774
- // Compute a world space width that yields the given width interpreted
775
- // in screen space pixels.
776
- worldSpaceWidth = rawWidth / worldToPixelWidth;
777
- }
778
- #endif
779
-
780
- #ifdef HD_HAS_minScreenSpaceWidths
781
- // Compute a world space width that yields, at minimum, the given
782
- // minScreenSpaceWidth interpreted in screen space pixels.
783
- float minScreenSpaceWidth = HdGet_minScreenSpaceWidths();
784
- float screenSpaceWidth = worldSpaceWidth * worldToPixelWidth;
785
- if (screenSpaceWidth < minScreenSpaceWidth) {
786
- worldSpaceWidth *= minScreenSpaceWidth / screenSpaceWidth;
787
- }
788
- #endif
789
-
790
- #endif // end screen space operations
791
-
792
- vec3 offset = direction * worldSpaceWidth * 0.5;
793
- position.xyz = position.xyz + offset;
794
- position.w = 1;
795
-
796
- outData.Peye = position;
797
-
798
- gl_Position = vec4(projMat * outData.Peye);
799
- ApplyClipPlanes(outData.Peye);
800
-
801
- ProcessPrimvarsOut(basis, 0, 1, 2, 3, vec2(u, v)); // interpolate varying primvars
802
- }
803
-
804
- --- --------------------------------------------------------------------------
805
- -- glsl Curves.CommonEval.Linear.Patch
806
-
807
- vec3 evaluateNormal(float u, CurveData vertexData)
808
- {
809
- // XXX: This clamp is a hack to mask some odd orientation flipping issues
810
- u = clamp(u, 1e-3f, 1.0f - 1e-3f);
811
- return mix(vertexData.Neye[1], vertexData.Neye[0], u);
812
- }
813
-
814
- void evaluate(float u, float v, REF(thread, vec4) position,
815
- REF(thread, vec4) tangent, REF(thread, float) width,
816
- REF(thread, vec3) normal, CurveData vertexData) {
817
- vec4 p0 = vertexData.Peye[0];
818
- vec4 p1 = vertexData.Peye[1];
819
-
820
- float w0 = HdGet_widths(0);
821
- float w1 = HdGet_widths(1);
822
-
823
- position = mix(p1, p0, u);
824
- tangent = normalize(p1 - p0);
825
- width = mix(w1, w0, u);
826
- normal = normalize(evaluateNormal(u, vertexData));
827
- }
828
-
829
- --- --------------------------------------------------------------------------
830
- -- glsl Curves.CommonEval.Cubic.Patch
831
-
832
- FORWARD_DECL(Coeffs evaluateBasis(float u, const vec4 cv[4]));
833
- FORWARD_DECL(float evaluateWidths(vec4 basis, float u));
834
- FORWARD_DECL(vec3 evaluateNormal(vec4 basis, float u, CurveData vertexData));
835
-
836
- void evaluate(float u, float v, REF(thread, vec4) position,
837
- REF(thread, vec4) tangent, REF(thread, float) width,
838
- REF(thread, vec3) normal, CurveData vertexData) {
839
- Coeffs coeffs = evaluateBasis(u, vertexData.Peye);
840
-
841
- position = coeffs.basis[0] * vertexData.Peye[0] +
842
- coeffs.basis[1] * vertexData.Peye[1] +
843
- coeffs.basis[2] * vertexData.Peye[2] +
844
- coeffs.basis[3] * vertexData.Peye[3];
845
-
846
- tangent = coeffs.tangent_basis[0] * vertexData.Peye[0] +
847
- coeffs.tangent_basis[1] * vertexData.Peye[1] +
848
- coeffs.tangent_basis[2] * vertexData.Peye[2] +
849
- coeffs.tangent_basis[3] * vertexData.Peye[3];
850
-
851
- width = evaluateWidths(coeffs.basis, u);
852
- normal = normalize(evaluateNormal(coeffs.basis, u, vertexData));
853
- const float tanLength = length(tangent);
854
- if (tanLength > 1e-5) {
855
- tangent /= tanLength;
856
- } else {
857
- // Flipped from what you expect.
858
- tangent = normalize(vertexData.Peye[0] - vertexData.Peye[3]);
859
- }
860
- }
861
-
862
- --- --------------------------------------------------------------------------
863
- -- glsl Curves.CommonEval.HalfTube
864
-
865
- vec3 orient(float v, vec4 position, vec4 tangent, vec3 normal){
866
- outData.Neye = tangent.xyz;
867
- vec3 d = normalize(cross(position.xyz, tangent.xyz));
868
- vec3 n = normalize(cross(d, tangent.xyz));
869
-
870
- vec3 norm_pos = mix(n, d, (2.0*v) - 1.0);
871
- vec3 norm_neg = mix(-d, n, (2.0*v));
872
- normal = normalize(mix(norm_neg, norm_pos, step(0.5, v)));
873
- return normal;
874
- }
875
-
876
- --- --------------------------------------------------------------------------
877
- -- glsl Curves.CommonEval.Ribbon.Oriented
878
-
879
- vec3 orient(float v, vec4 position, vec4 tangent, vec3 normal){
880
- outData.Neye = normal;
881
- return normalize(cross(tangent.xyz, normal) * (v - 0.5));
882
- }
883
-
884
- --- --------------------------------------------------------------------------
885
- -- glsl Curves.CommonEval.Ribbon.Implicit
886
-
887
- vec3 orient(float v, vec4 position, vec4 tangent, vec3 normal){
888
- outData.Neye = tangent.xyz;
889
- // NOTE: lava/lib/basisCurves currently uses tangent X position instead of
890
- // tangent X normal. We should do a more thorough evaluation to see which
891
- // is better but to minimize regressions, we're going to keep this as
892
- // tangent X normal for now.
893
- return normalize(cross(tangent.xyz, normal) * (v - 0.5));
894
- }
895
-
896
-
897
- --- --------------------------------------------------------------------------
898
- -- glsl Curves.Cubic.Normals.Basis
899
-
900
- vec3 evaluateNormal(vec4 basis, float u, CurveData vertexData)
901
- {
902
- vec3 n0 = vertexData.Neye[0];
903
- vec3 n1 = vertexData.Neye[1];
904
- vec3 n2 = vertexData.Neye[2];
905
- vec3 n3 = vertexData.Neye[3];
906
- return n0 * basis.x
907
- + n1 * basis.y
908
- + n2 * basis.z
909
- + n3 * basis.w;
910
- }
911
-
912
- --- --------------------------------------------------------------------------
913
- -- glsl Curves.Cubic.Normals.Linear
914
-
915
- // HdSt only supports vertex (cubic) primvar indexes and expands varying
916
- // (linear) primvars so we pull the data out of only the two interior indices.
917
- // This may not be valid for all potential basis, but works well for curves with
918
- // vstep = 1 and bezier, the only supported cubic curves in HdSt.
919
-
920
- vec3 evaluateNormal(vec4 basis, float u, CurveData vertexData)
921
- {
922
- // XXX: This clamp is a hack to mask some odd orientation flipping issues
923
- // for oriented bezier curves.
924
- u = clamp(u, 1e-3f, 1.0f - 1e-3f);
925
- return mix(vertexData.Neye[2], vertexData.Neye[1], u);
926
- }
927
-
928
- --- --------------------------------------------------------------------------
929
- -- glsl Curves.Cubic.Widths.Basis
930
-
931
- float evaluateWidths(vec4 basis, float u)
932
- {
933
- float w0 = HdGet_widths(0);
934
- float w1 = HdGet_widths(1);
935
- float w2 = HdGet_widths(2);
936
- float w3 = HdGet_widths(3);
937
- return w0 * basis.x
938
- + w1 * basis.y
939
- + w2 * basis.z
940
- + w3 * basis.w;
941
- }
942
-
943
- --- --------------------------------------------------------------------------
944
- -- glsl Curves.Cubic.Widths.Linear
945
-
946
- // HdSt only supports vertex (cubic) primvar indexes and expands varying
947
- // (linear) primvars so we pull the data out of only the two interior indices.
948
- // (ie. w0 -> widths[1], w1 -> widths[2])
949
- // This may not be valid for all potential basis, but works well for curves with
950
- // vstep = 1 and bezier, the only supported cubic curves in HdSt.
951
- float evaluateWidths(vec4 basis, float u)
952
- {
953
- float w0 = HdGet_widths(1);
954
- float w1 = HdGet_widths(2);
955
- return mix(w1, w0, u);
956
- }
957
-
958
- --- --------------------------------------------------------------------------
959
- -- glsl Curves.Linear.VaryingInterpolation
960
-
961
- float InterpolatePrimvar(float inPv0, float inPv1, float inPv2, float inPv3,
962
- vec4 basis, vec2 uv)
963
- {
964
- return inPv0 * basis.x +
965
- inPv1 * basis.y +
966
- inPv2 * basis.z +
967
- inPv3 * basis.w;
968
- }
969
-
970
- vec2 InterpolatePrimvar(vec2 inPv0, vec2 inPv1, vec2 inPv2, vec2 inPv3,
971
- vec4 basis, vec2 uv)
972
- {
973
- return inPv0 * basis.x +
974
- inPv1 * basis.y +
975
- inPv2 * basis.z +
976
- inPv3 * basis.w;
977
- }
978
-
979
- vec3 InterpolatePrimvar(vec3 inPv0, vec3 inPv1, vec3 inPv2, vec3 inPv3,
980
- vec4 basis, vec2 uv)
981
- {
982
- return inPv0 * basis.x +
983
- inPv1 * basis.y +
984
- inPv2 * basis.z +
985
- inPv3 * basis.w;
986
- }
987
-
988
- vec4 InterpolatePrimvar(vec4 inPv0, vec4 inPv1, vec4 inPv2, vec4 inPv3,
989
- vec4 basis, vec2 uv)
990
- {
991
- return inPv0 * basis.x +
992
- inPv1 * basis.y +
993
- inPv2 * basis.z +
994
- inPv3 * basis.w;
995
- }
996
-
997
- --- --------------------------------------------------------------------------
998
- -- glsl Curves.Cubic.VaryingInterpolation
999
-
1000
- float InterpolatePrimvar(float inPv0, float inPv1, float inPv2, float inPv3,
1001
- vec4 basis, vec2 uv)
1002
- {
1003
- return mix(inPv2, inPv1, uv.x);
1004
- }
1005
-
1006
- vec2 InterpolatePrimvar(vec2 inPv0, vec2 inPv1, vec2 inPv2, vec2 inPv3,
1007
- vec4 basis, vec2 uv)
1008
- {
1009
- return mix(inPv2, inPv1, uv.x);
1010
- }
1011
-
1012
- vec3 InterpolatePrimvar(vec3 inPv0, vec3 inPv1, vec3 inPv2, vec3 inPv3,
1013
- vec4 basis, vec2 uv)
1014
- {
1015
- return mix(inPv2, inPv1, uv.x);
1016
- }
1017
-
1018
- vec4 InterpolatePrimvar(vec4 inPv0, vec4 inPv1, vec4 inPv2, vec4 inPv3,
1019
- vec4 basis, vec2 uv)
1020
- {
1021
- return mix(inPv2, inPv1, uv.x);
1022
- }
1023
-
1024
- --- --------------------------------------------------------------------------
1025
- -- glsl Curves.BezierBasis
1026
-
1027
- Coeffs evaluateBasis(float u, const vec4 cv[4])
1028
- {
1029
- const float u2 = u*u;
1030
- const float u3 = u2*u;
1031
-
1032
- vec4 basis; vec4 tangent_basis;
1033
- basis[0] = u3;
1034
- basis[1] = -3.0*u3 + 3.0*u2;
1035
- basis[2] = 3.0*u3 - 6.0*u2 + 3.0*u;
1036
- basis[3] = -1.0*u3 + 3.0*u2 - 3.0*u + 1.0;
1037
-
1038
- tangent_basis[0] = 3.0*u2;
1039
- tangent_basis[1] = -9.0*u2 + 6.0*u;
1040
- tangent_basis[2] = 9.0*u2 - 12.0*u + 3.0;
1041
- tangent_basis[3] = -3.0*u2 + 6.0*u - 3.0;
1042
-
1043
- Coeffs coeffs = { basis, tangent_basis };
1044
- return coeffs;
1045
- }
1046
-
1047
- --- --------------------------------------------------------------------------
1048
- -- glsl Curves.LinearBasis
1049
-
1050
- Coeffs evaluateBasis(float u, const vec4 cv[4])
1051
- {
1052
- const float u2 = u*u;
1053
- const float u3 = u2*u;
1054
-
1055
- vec4 basis; vec4 tangent_basis;
1056
- basis[0] = u;
1057
- basis[1] = 1.0 - u;
1058
- basis[2] = 0;
1059
- basis[3] = 0.0;
1060
-
1061
- tangent_basis[0] = 1;
1062
- tangent_basis[1] = -1;
1063
- tangent_basis[2] = 0;
1064
- tangent_basis[3] = 0;
1065
-
1066
- Coeffs coeffs = { basis, tangent_basis };
1067
- return coeffs;
1068
- }
1069
-
1070
- --- --------------------------------------------------------------------------
1071
- -- glsl Curves.CatmullRomBasis
1072
-
1073
- Coeffs evaluateBasis(float u, const vec4 cv[4])
1074
- {
1075
- const float u2 = u*u;
1076
- const float u3 = u2*u;
1077
-
1078
- vec4 basis; vec4 tangent_basis;
1079
- basis[0] = 0.5*u3 - 0.5*u2;
1080
- basis[1] = -1.5*u3 + 2.0*u2 + 0.5*u;
1081
- basis[2] = 1.5*u3 - 2.5*u2 + 1.0;
1082
- basis[3] = -0.5*u3 + u2 - 0.5*u;
1083
-
1084
- tangent_basis[0] = 1.5*u2 - u;
1085
- tangent_basis[1] = -4.5*u2 + 4.0*u + 0.5;
1086
- tangent_basis[2] = 4.5*u2 - 5.0*u;
1087
- tangent_basis[3] = -1.5*u2 + 2.0*u - 0.5;
1088
-
1089
- Coeffs coeffs = { basis, tangent_basis };
1090
- return coeffs;
1091
- }
1092
-
1093
- --- --------------------------------------------------------------------------
1094
- -- glsl Curves.CentripetalCatmullRomBasis
1095
-
1096
- Coeffs evaluateBasis(float u, const vec4 cv[4])
1097
- {
1098
- // centripetal arc-length
1099
- float d01 = sqrt(length(cv[1] - cv[0]));
1100
- float d12 = sqrt(length(cv[2] - cv[1]));
1101
- float d23 = sqrt(length(cv[3] - cv[2]));
1102
-
1103
- // handling generate CVs.
1104
- if (d12 < 1.e-4) d12 = 1.;
1105
- if (d01 < 1.e-4) d01 = d12;
1106
- if (d23 < 1.e-4) d23 = d12;
1107
-
1108
- // centripetal reparametrization
1109
- vec4 w;
1110
- w[0] = 0.;
1111
- w[1] = w[0] + d01;
1112
- w[2] = w[1] + d12;
1113
- w[3] = w[2] + d23;
1114
-
1115
- // remap parameter value to reparametrized values.
1116
- const float t = (1.-u)*w[1] + u*w[2];
1117
- const float dtdu = w[2] - w[1];
1118
-
1119
- // coefficients (and derivatives) for recursive evaluation.
1120
-
1121
- vec2 P01, dP01;
1122
- vec2 P12, dP12;
1123
- vec2 P23, dP23;
1124
- vec2 P012, dP012;
1125
- vec2 P123, dP123;
1126
- vec2 P0123, dP0123;
1127
-
1128
- P01[0] = (w[1] - t) / (w[1] - w[0]);
1129
- dP01[0] = - dtdu / (w[1] - w[0]);
1130
-
1131
- P12[0] = (w[2] - t) / (w[2] - w[1]);
1132
- dP12[0] = - dtdu / (w[2] - w[1]);
1133
-
1134
- P23[0] = (w[3] - t) / (w[3] - w[2]);
1135
- dP23[0] = - dtdu / (w[3] - w[2]);
1136
-
1137
- P012[0] = (w[2] - t) / (w[2] - w[0]);
1138
- dP012[0] = - dtdu / (w[2] - w[0]);
1139
-
1140
- P123[0] = (w[3] - t) / (w[3] - w[1]);
1141
- dP123[0] = - dtdu / (w[3] - w[1]);
1142
-
1143
- P0123[0] = (w[2] - t) / (w[2] - w[1]);
1144
- dP0123[0] = - dtdu / (w[2] - w[1]);
1145
-
1146
- P01[1] = 1. - P01[0];
1147
- P12[1] = 1. - P12[0];
1148
- P23[1] = 1. - P23[0];
1149
- P012[1] = 1. - P012[0];
1150
- P123[1] = 1. - P123[0];
1151
- P0123[1] = 1. - P0123[0];
1152
-
1153
- dP01[1] = - dP01[0];
1154
- dP12[1] = - dP12[0];
1155
- dP23[1] = - dP23[0];
1156
- dP012[1] = - dP012[0];
1157
- dP123[1] = - dP123[0];
1158
- dP0123[1] = - dP0123[0];
1159
-
1160
- vec4 basis;
1161
- basis[0] = P01[0]*P012[0]*P0123[0];
1162
- basis[1] = P01[1]*P012[0]*P0123[0] +
1163
- P12[0]*P012[1]*P0123[0] + P12[0]*P123[0]*P0123[1];
1164
- basis[2] = P12[1]*P012[1]*P0123[0] +
1165
- P12[1]*P123[0]*P0123[1] + P23[0]*P123[1]*P0123[1];
1166
- basis[3] = P23[1]*P123[1]*P0123[1];
1167
-
1168
- vec4 tangent_basis;
1169
- tangent_basis[0] = dP01[0]*P012[0]*P0123[0] +
1170
- P01[0]*dP012[0]*P0123[0] + P01[0]*P012[0]*dP0123[0];
1171
- tangent_basis[1] = dP01[1]*P012[0]*P0123[0] +
1172
- P01[1]*dP012[0]*P0123[0] + P01[1]*P012[0]*dP0123[0] +
1173
- dP12[0]*P012[1]*P0123[0] + P12[0]*dP012[1]*P0123[0] +
1174
- P12[0]*P012[1]*dP0123[0] + dP12[0]*P123[0]*P0123[1] +
1175
- P12[0]*dP123[0]*P0123[1] + P12[0]*P123[0]*dP0123[1];
1176
- tangent_basis[2] = dP12[1]*P012[1]*P0123[0] +
1177
- P12[1]*dP012[1]*P0123[0] + P12[1]*P012[1]*dP0123[0] +
1178
- dP12[1]*P123[0]*P0123[1] + P12[1]*dP123[0]*P0123[1] +
1179
- P12[1]*P123[0]*dP0123[1] + dP23[0]*P123[1]*P0123[1] +
1180
- P23[0]*dP123[1]*P0123[1] + P23[0]*P123[1]*dP0123[1];
1181
- tangent_basis[3] = dP23[1]*P123[1]*P0123[1] +
1182
- P23[1]*dP123[1]*P0123[1] + P23[1]*P123[1]*dP0123[1];
1183
-
1184
- return Coeffs(basis, tangent_basis);
1185
- }
1186
-
1187
- --- --------------------------------------------------------------------------
1188
- -- glsl Curves.BsplineBasis
1189
-
1190
- Coeffs evaluateBasis(float u, const vec4 cv[4])
1191
- {
1192
- const float u2 = u*u;
1193
- const float u3 = u2*u;
1194
-
1195
- vec4 basis; vec4 tangent_basis;
1196
- basis[0] = (1.0/6.0)*u3;
1197
- basis[1] = -0.5*u3 + 0.5*u2 + 0.5*u + (1.0/6.0);
1198
- basis[2] = 0.5*u3 - u2 + (2.0/3.0);
1199
- basis[3] = -(1.0/6.0)*u3 + 0.5*u2 - 0.5*u + (1.0/6.0);
1200
-
1201
- tangent_basis[0] = 0.5*u2;
1202
- tangent_basis[1] = -1.5*u2 + u + 0.5;
1203
- tangent_basis[2] = 1.5*u2 - 2.0*u;
1204
- tangent_basis[3] = -0.5*u2 + u - 0.5;
1205
-
1206
- Coeffs coeffs = { basis, tangent_basis };
1207
- return coeffs;
1208
- }
1209
-
1210
- --- --------------------------------------------------------------------------
1211
- -- layout Curves.Fragment.Wire
1212
-
1213
- [
1214
- ["in block", "CurveVertexData", "inData",
1215
- ["vec4", "Peye"]
1216
- ]
1217
- ]
1218
-
1219
- --- --------------------------------------------------------------------------
1220
- -- glsl Curves.Fragment.Wire
1221
-
1222
- void main(void)
1223
- {
1224
- ApplyDiskSampleMask();
1225
-
1226
- DiscardBasedOnTopologicalVisibility();
1227
-
1228
- vec4 color = vec4(0.5, 0.5, 0.5, 1);
1229
- #ifdef HD_HAS_displayColor
1230
- color.rgb = HdGet_displayColor().rgb;
1231
- #endif
1232
- #ifdef HD_HAS_displayOpacity
1233
- color.a = HdGet_displayOpacity();
1234
- #endif
1235
- vec3 Peye = inData.Peye.xyz / inData.Peye.w;
1236
-
1237
- // We would like to have a better oriented normal here, however to keep the
1238
- // shader fast, we use this camera-facing approximation.
1239
- vec3 Neye = vec3(0,0,1);
1240
-
1241
- // y = 0.5 to approximate the wire shading the midpoint
1242
- // of the curve width-wise
1243
- vec4 patchCoord = vec4(0, 0.5, 0, 0);
1244
-
1245
- color = ShadingTerminal(vec4(Peye, 1), Neye, color, patchCoord);
1246
-
1247
- #ifdef HD_MATERIAL_TAG_MASKED
1248
- if (ShouldDiscardByAlpha(color)) {
1249
- discard;
1250
- }
1251
- #endif
1252
-
1253
- RenderOutput(vec4(Peye, 1), Neye, color, patchCoord);
1254
- }
1255
-
1256
- --- --------------------------------------------------------------------------
1257
- -- layout Curves.Fragment.Patch
1258
-
1259
- [
1260
- ["in", "float", "u", "centroid"],
1261
- ["in", "float", "v", "centroid"],
1262
- ["in block", "CurveVertexData", "inData",
1263
- ["vec4", "Peye"],
1264
- ["vec3", "Neye"]
1265
- ]
1266
- ]
1267
-
1268
- --- --------------------------------------------------------------------------
1269
- -- glsl Curves.Fragment.Patch
1270
-
1271
- /// In the previous stage, we may have stored the tangent in Neye from which
1272
- /// we plan to compute a normal in the fragment shader.
1273
-
1274
- FORWARD_DECL(vec3 fragmentNormal(vec3 position, vec3 normal, float v));
1275
- void main(void)
1276
- {
1277
- ApplyDiskSampleMask();
1278
-
1279
- DiscardBasedOnTopologicalVisibility();
1280
-
1281
- vec4 color = vec4(0.5, 0.5, 0.5, 1);
1282
- #ifdef HD_HAS_displayColor
1283
- color.rgb = HdGet_displayColor().rgb;
1284
- #endif
1285
- #ifdef HD_HAS_displayOpacity
1286
- color.a = HdGet_displayOpacity();
1287
- #endif
1288
- vec3 Peye = inData.Peye.xyz / inData.Peye.w;
1289
-
1290
- vec3 Neye = fragmentNormal(Peye, inData.Neye, v);
1291
-
1292
- vec4 patchCoord = vec4(0, v, 0, 0);
1293
- color = ShadingTerminal(vec4(Peye, 1), Neye, color, patchCoord);
1294
-
1295
- #ifdef HD_MATERIAL_TAG_MASKED
1296
- if (ShouldDiscardByAlpha(color)) {
1297
- discard;
1298
- }
1299
- #endif
1300
-
1301
- RenderOutput(vec4(Peye, 1), Neye, color, patchCoord);
1302
- }
1303
-
1304
- --- --------------------------------------------------------------------------
1305
- -- glsl Curves.Fragment.HalfTube
1306
-
1307
- vec3 fragmentNormal(in vec3 position, in vec3 tangent, in float v)
1308
- {
1309
- vec3 d = normalize(cross(position, tangent));
1310
- vec3 n = normalize(cross(d, tangent));
1311
- vec3 norm_pos = mix(n, d, (2.0*v) - 1.0);
1312
- vec3 norm_neg = mix(-d, n, (2.0*v));
1313
- return normalize(mix(norm_neg, norm_pos, step(0.5, v)));
1314
- }
1315
-
1316
- --- --------------------------------------------------------------------------
1317
- -- glsl Curves.Fragment.Ribbon.Round
1318
-
1319
- float remapFragmentV(float v){
1320
- // As we are using a plane to approximate a tube, we don't want to shade
1321
- // based on v but rather the projection of the tube's v onto the plane
1322
- return clamp((asin(v * 2.0 - 1.0) / (3.146 / 2.0) + 1.0) / 2.0, 0.0, 1.0);
1323
- }
1324
-
1325
- vec3 fragmentNormal(vec3 position, in vec3 tangent, float v)
1326
- {
1327
-
1328
- // we slightly bias v towards 0.5 based on filterwidth as a hack to
1329
- // minimize aliasing
1330
- v = mix(remapFragmentV(v), 0.5, min(fwidth(v), .2));
1331
-
1332
- vec3 d = normalize(cross(position, tangent));
1333
- vec3 n = normalize(cross(d, tangent));
1334
- vec3 norm_pos = mix(n, d, (2.0*v) - 1.0);
1335
- vec3 norm_neg = mix(-d, n, (2.0*v));
1336
-
1337
- return normalize(mix(norm_neg, norm_pos, step(0.5, v)));
1338
- }
1339
-
1340
- --- --------------------------------------------------------------------------
1341
- -- glsl Curves.Fragment.Ribbon.Oriented
1342
-
1343
- vec3 fragmentNormal(vec3 position, in vec3 normal, float v)
1344
- {
1345
- normal = normalize(normal);
1346
- if (gl_FrontFacing){
1347
- return normal;
1348
- }
1349
- else{
1350
- return -normal;
1351
- }
1352
- }
1353
-
1354
- --- --------------------------------------------------------------------------
1355
- -- glsl Curves.Fragment.Hair
1356
-
1357
- // XXX: Neye is interpolated in from previous stages, however the
1358
- // polarity is not stable due to instability in the cross-product in the
1359
- // TessEval shader. Once that is fixed, we could use Neye directly here.
1360
- // The normal computed here results in faceted shading.
1361
- //
1362
- vec3 fragmentNormal(vec3 position, in vec3 unused, float v)
1363
- {
1364
- return cross(dFdx(position), dFdy(position));
1365
- }