-- glslfx version 0.1 // // Copyright 2018 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // --- This is what an import might look like. --- #import $TOOLS/hdSt/shaders/pointId.glslfx #import $TOOLS/hdx/shaders/selection.glslfx --- -------------------------------------------------------------------------- -- glsl PointId.Vertex.None int GetPointId() { return -1; } float GetPointRasterSize(int pointId) { return GetPointSize(); } void ProcessPointId(int pointId) { // do nothing } --- -------------------------------------------------------------------------- -- glsl PointId.Vertex.PointParam // Fwd declare accessor method defined via code gen int GetBaseVertexOffset(); int GetPointId() { return gl_VertexID - GetBaseVertexOffset(); } // Fwd declare selection decoder method defined in hdx/shaders/selection.glslfx bool IsPointSelected(int); float GetPointRasterSize(int pointId) { return IsPointSelected(pointId)? GetPointSelectedSize() : GetPointSize(); } // Plumb the pointId, for use in the FS. // XXX: This works only because the TES and GS stages are disabled when // rendering as points. If they are enabled, we need to add the plumbing. flat out int vsPointId; void ProcessPointId(int pointId) { vsPointId = pointId; } --- -------------------------------------------------------------------------- -- glsl PointId.Fragment.Fallback int GetPointId() { return -1; } bool IsFragmentOnPoint() { return false; } --- -------------------------------------------------------------------------- -- glsl PointId.Fragment.PointParam flat in int vsPointId; int GetPointId() { return vsPointId; } bool IsFragmentOnPoint() { return true; }