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Add comp, tesc, and tese as GLSL extensions (#3614)
* Add comp, tesc, and tese as GLSL file extensions * Add GLSL compute shader sample * Add GLSL tessellation control shader sample * Add GLSL tessellation evaluation shader sample * Remove .comp from GLSL extensions We have to be sure that most of the .comp files on GitHub are indeed GLSL compute shaders. * Remove GLSL compute shader sample
This commit is contained in:
committed by
Colin Seymour
parent
ded651159d
commit
190e54c020
@@ -1360,6 +1360,8 @@ GLSL:
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- ".glslv"
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- ".gshader"
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- ".shader"
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- ".tesc"
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- ".tese"
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- ".vert"
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- ".vrx"
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- ".vsh"
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98
samples/GLSL/pntriangles.tesc
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98
samples/GLSL/pntriangles.tesc
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@@ -0,0 +1,98 @@
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/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2016 Sascha Willems
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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// PN patch data
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struct PnPatch
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{
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float b210;
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float b120;
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float b021;
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float b012;
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float b102;
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float b201;
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float b111;
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float n110;
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float n011;
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float n101;
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};
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// tessellation levels
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layout (binding = 0) uniform UBO
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{
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float tessLevel;
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} ubo;
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layout(vertices=3) out;
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layout(location = 0) in vec3 inNormal[];
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layout(location = 1) in vec2 inUV[];
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layout(location = 0) out vec3 outNormal[3];
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layout(location = 3) out vec2 outUV[3];
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layout(location = 6) out PnPatch outPatch[3];
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float wij(int i, int j)
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{
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return dot(gl_in[j].gl_Position.xyz - gl_in[i].gl_Position.xyz, inNormal[i]);
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}
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float vij(int i, int j)
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{
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vec3 Pj_minus_Pi = gl_in[j].gl_Position.xyz
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- gl_in[i].gl_Position.xyz;
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vec3 Ni_plus_Nj = inNormal[i]+inNormal[j];
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return 2.0*dot(Pj_minus_Pi, Ni_plus_Nj)/dot(Pj_minus_Pi, Pj_minus_Pi);
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}
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void main()
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{
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// get data
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
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outUV[gl_InvocationID] = inUV[gl_InvocationID];
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// set base
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float P0 = gl_in[0].gl_Position[gl_InvocationID];
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float P1 = gl_in[1].gl_Position[gl_InvocationID];
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float P2 = gl_in[2].gl_Position[gl_InvocationID];
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float N0 = inNormal[0][gl_InvocationID];
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float N1 = inNormal[1][gl_InvocationID];
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float N2 = inNormal[2][gl_InvocationID];
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// compute control points
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outPatch[gl_InvocationID].b210 = (2.0*P0 + P1 - wij(0,1)*N0)/3.0;
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outPatch[gl_InvocationID].b120 = (2.0*P1 + P0 - wij(1,0)*N1)/3.0;
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outPatch[gl_InvocationID].b021 = (2.0*P1 + P2 - wij(1,2)*N1)/3.0;
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outPatch[gl_InvocationID].b012 = (2.0*P2 + P1 - wij(2,1)*N2)/3.0;
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outPatch[gl_InvocationID].b102 = (2.0*P2 + P0 - wij(2,0)*N2)/3.0;
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outPatch[gl_InvocationID].b201 = (2.0*P0 + P2 - wij(0,2)*N0)/3.0;
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float E = ( outPatch[gl_InvocationID].b210
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+ outPatch[gl_InvocationID].b120
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+ outPatch[gl_InvocationID].b021
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+ outPatch[gl_InvocationID].b012
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+ outPatch[gl_InvocationID].b102
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+ outPatch[gl_InvocationID].b201 ) / 6.0;
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float V = (P0 + P1 + P2)/3.0;
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outPatch[gl_InvocationID].b111 = E + (E - V)*0.5;
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outPatch[gl_InvocationID].n110 = N0+N1-vij(0,1)*(P1-P0);
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outPatch[gl_InvocationID].n011 = N1+N2-vij(1,2)*(P2-P1);
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outPatch[gl_InvocationID].n101 = N2+N0-vij(2,0)*(P0-P2);
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// set tess levels
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gl_TessLevelOuter[gl_InvocationID] = ubo.tessLevel;
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gl_TessLevelInner[0] = ubo.tessLevel;
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}
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103
samples/GLSL/pntriangles.tese
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103
samples/GLSL/pntriangles.tese
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@@ -0,0 +1,103 @@
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/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2016 Sascha Willems
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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// PN patch data
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struct PnPatch
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{
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float b210;
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float b120;
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float b021;
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float b012;
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float b102;
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float b201;
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float b111;
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float n110;
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float n011;
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float n101;
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};
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layout (binding = 1) uniform UBO
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{
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mat4 projection;
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mat4 model;
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float tessAlpha;
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} ubo;
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layout(triangles, fractional_odd_spacing, ccw) in;
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layout(location = 0) in vec3 iNormal[];
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layout(location = 3) in vec2 iTexCoord[];
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layout(location = 6) in PnPatch iPnPatch[];
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layout(location = 0) out vec3 oNormal;
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layout(location = 1) out vec2 oTexCoord;
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#define uvw gl_TessCoord
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void main()
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{
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vec3 uvwSquared = uvw * uvw;
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vec3 uvwCubed = uvwSquared * uvw;
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// extract control points
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vec3 b210 = vec3(iPnPatch[0].b210, iPnPatch[1].b210, iPnPatch[2].b210);
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vec3 b120 = vec3(iPnPatch[0].b120, iPnPatch[1].b120, iPnPatch[2].b120);
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vec3 b021 = vec3(iPnPatch[0].b021, iPnPatch[1].b021, iPnPatch[2].b021);
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vec3 b012 = vec3(iPnPatch[0].b012, iPnPatch[1].b012, iPnPatch[2].b012);
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vec3 b102 = vec3(iPnPatch[0].b102, iPnPatch[1].b102, iPnPatch[2].b102);
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vec3 b201 = vec3(iPnPatch[0].b201, iPnPatch[1].b201, iPnPatch[2].b201);
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vec3 b111 = vec3(iPnPatch[0].b111, iPnPatch[1].b111, iPnPatch[2].b111);
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// extract control normals
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vec3 n110 = normalize(vec3(iPnPatch[0].n110, iPnPatch[1].n110, iPnPatch[2].n110));
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vec3 n011 = normalize(vec3(iPnPatch[0].n011, iPnPatch[1].n011, iPnPatch[2].n011));
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vec3 n101 = normalize(vec3(iPnPatch[0].n101, iPnPatch[1].n101, iPnPatch[2].n101));
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// compute texcoords
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oTexCoord = gl_TessCoord[2]*iTexCoord[0] + gl_TessCoord[0]*iTexCoord[1] + gl_TessCoord[1]*iTexCoord[2];
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// normal
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// Barycentric normal
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vec3 barNormal = gl_TessCoord[2]*iNormal[0] + gl_TessCoord[0]*iNormal[1] + gl_TessCoord[1]*iNormal[2];
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vec3 pnNormal = iNormal[0]*uvwSquared[2] + iNormal[1]*uvwSquared[0] + iNormal[2]*uvwSquared[1]
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+ n110*uvw[2]*uvw[0] + n011*uvw[0]*uvw[1]+ n101*uvw[2]*uvw[1];
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oNormal = ubo.tessAlpha*pnNormal + (1.0-ubo.tessAlpha) * barNormal;
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// compute interpolated pos
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vec3 barPos = gl_TessCoord[2]*gl_in[0].gl_Position.xyz
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+ gl_TessCoord[0]*gl_in[1].gl_Position.xyz
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+ gl_TessCoord[1]*gl_in[2].gl_Position.xyz;
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// save some computations
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uvwSquared *= 3.0;
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// compute PN position
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vec3 pnPos = gl_in[0].gl_Position.xyz*uvwCubed[2]
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+ gl_in[1].gl_Position.xyz*uvwCubed[0]
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+ gl_in[2].gl_Position.xyz*uvwCubed[1]
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+ b210*uvwSquared[2]*uvw[0]
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+ b120*uvwSquared[0]*uvw[2]
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+ b201*uvwSquared[2]*uvw[1]
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+ b021*uvwSquared[0]*uvw[1]
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+ b102*uvwSquared[1]*uvw[2]
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+ b012*uvwSquared[1]*uvw[0]
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+ b111*6.0*uvw[0]*uvw[1]*uvw[2];
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// final position and normal
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vec3 finalPos = (1.0-ubo.tessAlpha)*barPos + ubo.tessAlpha*pnPos;
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gl_Position = ubo.projection * ubo.model * vec4(finalPos,1.0);
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}
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