summaryrefslogtreecommitdiffstats
path: root/src/Runtime/ogl-runtime/res/effectlib/tessellationNPatchCM.glsllib
blob: 4616b583a84a819b231928bf6c0c89fc4efacedc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
/****************************************************************************
**
** Copyright (C) 2014 NVIDIA Corporation.
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef TESSELLATION_NPATCH_CM_GLSLLIB
#define TESSELLATION_NPATCH_CM_GLSLLIB GLSLLIB


#include "tessellationNPatch.glsllib"


#if TESSELLATION_CONTROL_SHADER

uniform float tessLevelOuter;
uniform float tessLevelInner;

attribute vec3 varNormal[];
attribute vec3 varObjPos[];

varying vec3 varNormalTC[];
varying vec3 varObjPosTC[];

#if QT3DS_ENABLE_UV0
attribute vec3 varTexCoord0[];
varying vec3 varTexCoord0TC[];
#endif

#if QT3DS_ENABLE_TEXTAN
attribute vec3 varTangent[];
attribute vec3 varObjTangent[];
varying vec3 varTangentTC[];
varying vec3 varObjTangentTC[];
#endif

#if QT3DS_ENABLE_BINORMAL
attribute vec3 varBinormal[];
attribute vec3 varObjBinormal[];
varying vec3 varBinormalTC[];
varying vec3 varObjBinormalTC[];
#endif

#if QT3DS_ENABLE_WORLD_POSITION
attribute vec3 varWorldPos[];
varying vec3 varWorldPosTC[];
#endif

void main() {

    ctNorm[0] = varNormal[0];
    ctNorm[1] = varNormal[1];
    ctNorm[2] = varNormal[2];
#if QT3DS_ENABLE_TEXTAN
    ctTangent[0] = varObjTangent[0];
    ctTangent[1] = varObjTangent[1];
    ctTangent[2] = varObjTangent[2];
#endif
#if QT3DS_ENABLE_WORLD_POSITION
    ctWorldPos[0] = varWorldPos[0];
    ctWorldPos[1] = varWorldPos[1];
    ctWorldPos[2] = varWorldPos[2];
#endif

    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
    tessShader( tessLevelOuter, tessLevelInner);

    varObjPosTC[gl_InvocationID] = varObjPos[gl_InvocationID];
    varNormalTC[gl_InvocationID] = varNormal[gl_InvocationID];

#if QT3DS_ENABLE_UV0
    varTexCoord0TC[gl_InvocationID] = varTexCoord0[gl_InvocationID];
#endif
#if QT3DS_ENABLE_TEXTAN
    varTangentTC[gl_InvocationID] = varTangent[gl_InvocationID];
    varObjTangentTC[gl_InvocationID] = varObjTangent[gl_InvocationID];
#endif
#if QT3DS_ENABLE_BINORMAL
    varBinormalTC[gl_InvocationID] = varBinormal[gl_InvocationID];
    varObjBinormalTC[gl_InvocationID] = varObjBinormal[gl_InvocationID];
#endif
#if QT3DS_ENABLE_WORLD_POSITION
    varWorldPosTC[gl_InvocationID] = varWorldPos[gl_InvocationID];
#endif
}

#endif


#if TESSELLATION_EVALUATION_SHADER

#if (GEOMETRY_SHADER == 1)
#define VARYING_NAME(varyingName) varyingName##TE
#else
#define VARYING_NAME(varyingName) varyingName
#endif

uniform mat3 normal_matrix;
uniform mat4 model_view_projection_matrix;

attribute vec3 varNormalTC[];
attribute vec3 varObjPosTC[];

varying vec3 VARYING_NAME(varNormal);
varying vec3 VARYING_NAME(varObjPos);

#if QT3DS_ENABLE_UV0
attribute vec3 varTexCoord0TC[];
varying vec3 VARYING_NAME(varTexCoord0);
#endif

#if QT3DS_ENABLE_TEXTAN
attribute vec3 varTangentTC[];
attribute vec3 varObjTangentTC[];
varying vec3 VARYING_NAME(varTangent);
varying vec3 VARYING_NAME(varObjTangent);
#endif

#if QT3DS_ENABLE_BINORMAL
attribute vec3 varBinormalTC[];
attribute vec3 varObjBinormalTC[];
varying vec3 VARYING_NAME(varBinormal);
varying vec3 VARYING_NAME(varObjBinormal);
#endif

#if QT3DS_ENABLE_WORLD_POSITION
attribute vec3 varWorldPosTC[];
varying vec3 VARYING_NAME(varWorldPos);
#endif

void main() {

    ctNorm[0] = varNormalTC[0];
    ctNorm[1] = varNormalTC[1];
    ctNorm[2] = varNormalTC[2];
#if QT3DS_ENABLE_TEXTAN
    ctTangent[0] = varObjTangentTC[0];
    ctTangent[1] = varObjTangentTC[1];
    ctTangent[2] = varObjTangentTC[2];
#endif

    vec4 pos = tessShader( );

    gl_Position = model_view_projection_matrix * pos;

    VARYING_NAME(varObjPos) = gl_TessCoord.z * varObjPosTC[0] + gl_TessCoord.x * varObjPosTC[1] + gl_TessCoord.y * varObjPosTC[2];

#if QT3DS_ENABLE_UV0
    VARYING_NAME(varTexCoord0) = gl_TessCoord.z * varTexCoord0TC[0] + gl_TessCoord.x * varTexCoord0TC[1] + gl_TessCoord.y * varTexCoord0TC[2];
#endif
#if QT3DS_ENABLE_WORLD_POSITION
    VARYING_NAME(varWorldPos) = gl_TessCoord.z * varWorldPosTC[0] + gl_TessCoord.x * varWorldPosTC[1] + gl_TessCoord.y * varWorldPosTC[2];
#endif

    VARYING_NAME(varNormal) = normalize(normal_matrix * teNorm);

#if QT3DS_ENABLE_TEXTAN
    VARYING_NAME(varTangent) = normalize(normal_matrix * teTangent);
    VARYING_NAME(varObjTangent) = gl_TessCoord.z * varObjTangentTC[0] + gl_TessCoord.x * varObjTangentTC[1] + gl_TessCoord.y * varObjTangentTC[2];
#endif
#if QT3DS_ENABLE_BINORMAL
    VARYING_NAME(varBinormal) = normalize(normal_matrix * teBinormal);
    VARYING_NAME(varObjBinormal) = gl_TessCoord.z * varObjBinormalTC[0] + gl_TessCoord.x * varObjBinormalTC[1] + gl_TessCoord.y * varObjBinormalTC[2];
#endif
}

#endif

#endif