| 1 | #version 150 |
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| 2 | |
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| 3 | // Ogre port of Nvidia's IsoSurf.cg file |
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| 4 | // Modified code follows. See http://developer.download.nvidia.com/SDK/10/opengl/samples.html for original |
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| 5 | // |
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| 6 | // Cg port of Yury Uralsky's metaball FX shader |
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| 7 | // |
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| 8 | // Authors: Simon Green and Yury Urlasky |
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| 9 | // Email: sdkfeedback@nvidia.com |
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| 10 | // |
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| 11 | // Copyright (c) NVIDIA Corporation. All rights reserved. |
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| 12 | //////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 13 | |
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| 14 | uniform float IsoValue = 1.0; |
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| 15 | uniform mat4 WorldViewProj; |
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| 16 | uniform mat4 origWorldViewIT; |
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| 17 | |
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| 18 | // Size of the sampling grid |
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| 19 | const ivec3 SizeMask = ivec3( 63, 63, 63 ); |
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| 20 | const ivec3 SizeShift = ivec3( 0, 6, 12 ); |
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| 21 | uniform vec4 Metaballs[2] = vec4[](vec4( -0.5, 0, 0, 0.2 ), vec4( 0.6, 0, 0, 0.1 )); |
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| 22 | |
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| 23 | in vec4 vertex; |
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| 24 | |
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| 25 | out VertexData { |
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| 26 | vec3 N; |
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| 27 | vec2 Field; |
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| 28 | } VertexOut; |
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| 29 | |
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| 30 | // Metaball function |
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| 31 | // Returns metaball function value in .w and its gradient in .xyz |
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| 32 | |
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| 33 | vec4 Metaball(vec3 Pos, vec3 Center, float RadiusSq) |
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| 34 | { |
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| 35 | const float epsilon = 0.001; |
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| 36 | |
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| 37 | vec3 Dist = Pos - Center; |
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| 38 | float InvDistSq = 1 / (dot(Dist, Dist) + epsilon); |
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| 39 | |
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| 40 | vec4 o; |
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| 41 | o.xyz = -2 * RadiusSq * InvDistSq * InvDistSq * Dist; |
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| 42 | o.w = RadiusSq * InvDistSq; |
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| 43 | return o; |
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| 44 | } |
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| 45 | |
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| 46 | void main() |
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| 47 | { |
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| 48 | // Sum up contributions from all metaballs |
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| 49 | /* vec4 Field; |
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| 50 | for (int i = 0; i<2; i++) |
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| 51 | { |
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| 52 | Field += Metaball(vertex.xyz, Metaballs[i].xyz, Metaballs[i].w); |
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| 53 | } |
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| 54 | |
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| 55 | mat3 WorldViewIT = mat3(origWorldViewIT[0].xyz, origWorldViewIT[1].xyz, origWorldViewIT[2].xyz); |
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| 56 | |
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| 57 | // Transform position and normals |
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| 58 | gl_Position = WorldViewProj * vertex; |
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| 59 | VertexOut.N = WorldViewIT * Field.xyz; // we want normals in world space |
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| 60 | VertexOut.Field.x = Field.w; |
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| 61 | |
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| 62 | // Generate in-out flags |
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| 63 | VertexOut.Field.y = (Field.w < 1.0) ? 1 : 0; |
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| 64 | */ |
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| 65 | vec3 Pos; |
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| 66 | |
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| 67 | // Generate sampling point position based on its index |
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| 68 | Pos.x = float((gl_VertexID >> SizeShift.x) & SizeMask.x) / (SizeMask.x + 1); |
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| 69 | Pos.y = float((gl_VertexID >> SizeShift.y) & SizeMask.y) / (SizeMask.y + 1); |
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| 70 | Pos.z = float((gl_VertexID >> SizeShift.z) & SizeMask.z) / (SizeMask.z + 1); |
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| 71 | Pos = Pos*2 - 1; |
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| 72 | |
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| 73 | // Sum up contributions from all metaballs |
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| 74 | vec4 Field; |
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| 75 | for (int i = 0; i<2; i++) |
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| 76 | Field += Metaball(Pos, Metaballs[i].xyz, Metaballs[i].w); |
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| 77 | |
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| 78 | // Transform position and normals |
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| 79 | gl_Position = WorldViewProj * vec4(Pos, 1); |
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| 80 | VertexOut.N = mat3(origWorldViewIT) * Field.xyz; // we want normals in world space |
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| 81 | VertexOut.Field.x = Field.w; |
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| 82 | |
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| 83 | // Generate in-out flags |
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| 84 | VertexOut.Field.y = (Field.w < IsoValue) ? 1 : 0; |
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| 85 | |
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| 86 | // o.Color = (Field*0.5+0.5) * (Field.w / 10.0); |
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| 87 | } |
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