When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
		
			
				
	
	
		
			118 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			118 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform mat4 ProjectionMatrix;
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uniform int PrimitiveIdBase;
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uniform int osd_active_uv_offset;
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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in block
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{
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  VertexData v;
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}
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inpt[];
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/* compatibility */
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out vec3 varnormal;
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out vec3 varposition;
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uniform bool osd_flat_shading;
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uniform int osd_fvar_count;
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#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
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  { \
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    vec2 v[4]; \
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    int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
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    for (int i = 0; i < 4; i++) { \
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      int index = (primOffset + i) * osd_fvar_count + fvarOffset; \
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      v[i] = vec2(texelFetch(FVarDataBuffer, index).s, texelFetch(FVarDataBuffer, index + 1).s); \
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    } \
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    result = mix(mix(v[0], v[1], tessCoord.s), mix(v[3], v[2], tessCoord.s), tessCoord.t); \
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  }
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#define INTERP_FACE_VARYING_ATT_2(result, fvarOffset, tessCoord) \
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  { \
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    vec2 tmp; \
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    INTERP_FACE_VARYING_2(tmp, fvarOffset, tessCoord); \
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    result = vec3(tmp, 0); \
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  }
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uniform samplerBuffer FVarDataBuffer;
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uniform isamplerBuffer FVarDataOffsetBuffer;
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out block
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{
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  VertexData v;
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}
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outpt;
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void set_mtface_vertex_attrs(vec2 st);
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void emit_flat(int index, vec3 normal)
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{
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  outpt.v.position = inpt[index].v.position;
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  outpt.v.normal = normal;
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  /* Compatibility */
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  varnormal = outpt.v.normal;
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  varposition = outpt.v.position.xyz;
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  /* TODO(sergey): Only uniform subdivisions atm. */
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  vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
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  vec2 st = quadst[index];
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  INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
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  set_mtface_vertex_attrs(st);
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  gl_Position = ProjectionMatrix * inpt[index].v.position;
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  EmitVertex();
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}
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void emit_smooth(int index)
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{
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  outpt.v.position = inpt[index].v.position;
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  outpt.v.normal = inpt[index].v.normal;
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  /* Compatibility */
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  varnormal = outpt.v.normal;
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  varposition = outpt.v.position.xyz;
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  /* TODO(sergey): Only uniform subdivisions atm. */
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  vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
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  vec2 st = quadst[index];
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  INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
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  set_mtface_vertex_attrs(st);
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  gl_Position = ProjectionMatrix * inpt[index].v.position;
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  EmitVertex();
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}
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void main()
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{
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  gl_PrimitiveID = gl_PrimitiveIDIn;
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  if (osd_flat_shading) {
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    vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
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    vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
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    vec3 flat_normal = normalize(cross(B, A));
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    emit_flat(0, flat_normal);
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    emit_flat(1, flat_normal);
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    emit_flat(3, flat_normal);
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    emit_flat(2, flat_normal);
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  }
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  else {
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    emit_smooth(0);
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    emit_smooth(1);
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    emit_smooth(3);
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    emit_smooth(2);
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  }
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  EndPrimitive();
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}
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void set_mtface_vertex_attrs(vec2 st)
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{
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