// ---------------------------------------------------------------------------- // - Open3D: www.open3d.org - // ---------------------------------------------------------------------------- // The MIT License (MIT) // // Copyright (c) 2018-2023 www.open3d.org // // 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: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // 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. // ---------------------------------------------------------------------------- // Automatically generated header file for shader. #pragma once namespace open3d { namespace visualization { namespace glsl { // clang-format off const char * const ImageFragmentShader = "#version 330\n" "\n" "in vec2 UV;\n" "uniform sampler2D image_texture;\n" "\n" "out vec4 FragColor;\n" "\n" "void main()\n" "{\n" " FragColor = texture(image_texture, UV);\n" "}\n" ; const char * const ImageMaskFragmentShader = "#version 330\n" "\n" "in vec2 UV;\n" "uniform sampler2D image_texture;\n" "\n" "uniform vec3 mask_color;\n" "uniform float mask_alpha;\n" "\n" "out vec4 FragColor;\n" "\n" "void main()\n" "{\n" " FragColor = vec4(mask_color, texture(image_texture, UV).r * mask_alpha);\n" "}\n" ; const char * const ImageMaskVertexShader = "#version 330\n" "\n" "in vec3 vertex_position;\n" "in vec2 vertex_UV;\n" "\n" "out vec2 UV;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(vertex_position, 1);\n" " UV = vertex_UV;\n" "}\n" ; const char * const ImageVertexShader = "#version 330\n" "\n" "in vec3 vertex_position;\n" "in vec2 vertex_UV;\n" "\n" "out vec2 UV;\n" "\n" "uniform vec3 vertex_scale;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(vertex_position * vertex_scale, 1);\n" " UV = vertex_UV;\n" "}\n" ; const char * const NormalFragmentShader = "#version 330\n" "\n" "in vec3 vertex_normal_camera;\n" "out vec4 FragColor;\n" "\n" "void main()\n" "{\n" " FragColor = vec4(vertex_normal_camera * 0.5 + 0.5, 1);\n" "}\n" ; const char * const NormalVertexShader = "#version 330\n" "\n" "in vec3 vertex_position;\n" "in vec3 vertex_normal;\n" "\n" "out vec3 vertex_normal_camera;\n" "\n" "uniform mat4 MVP;\n" "uniform mat4 V;\n" "uniform mat4 M;\n" "\n" "void main()\n" "{\n" " gl_Position = MVP * vec4(vertex_position, 1);\n" " vertex_normal_camera = (V * M * vec4(vertex_normal, 0)).xyz;\n" "}\n" ; const char * const PhongFragmentShader = "#version 330\n" "\n" "in vec3 vertex_position_world;\n" "in vec3 vertex_normal_camera;\n" "in vec3 eye_dir_camera;\n" "in mat4 light_dir_camera_4;\n" "in vec3 fragment_color;\n" "\n" "uniform mat4 light_color_4;\n" "uniform vec4 light_diffuse_power_4;\n" "uniform vec4 light_specular_power_4;\n" "uniform vec4 light_specular_shininess_4;\n" "uniform vec4 light_ambient;\n" "\n" "out vec4 FragColor;\n" "\n" "void main()\n" "{\n" " vec3 diffuse_color = fragment_color;\n" " vec3 ambient_color = light_ambient.xyz * diffuse_color;\n" " vec3 specular_color = vec3(1.0, 1.0, 1.0);\n" " vec4 cos_theta;\n" " vec4 cos_alpha;\n" " vec3 n, e, l, r;\n" "\n" " n = normalize(vertex_normal_camera);\n" " e = normalize(eye_dir_camera);\n" " l = normalize(light_dir_camera_4[0].xyz);\n" " r = reflect(-l, n);\n" " cos_theta[0] = clamp(dot(n, l), 0, 1);\n" " cos_alpha[0] = clamp(dot(e, r), 0, 1);\n" "\n" " l= normalize(light_dir_camera_4[1].xyz);\n" " r = reflect(-l, n);\n" " cos_theta[1] = clamp(dot(n, l), 0, 1);\n" " cos_alpha[1] = clamp(dot(e, r), 0, 1);\n" "\n" " l= normalize(light_dir_camera_4[2].xyz);\n" " r = reflect(-l, n);\n" " cos_theta[2] = clamp(dot(n, l), 0, 1);\n" " cos_alpha[2] = clamp(dot(e, r), 0, 1);\n" "\n" " l= normalize(light_dir_camera_4[3].xyz);\n" " r = reflect(-l, n);\n" " cos_theta[3] = clamp(dot(n, l), 0, 1);\n" " cos_alpha[3] = clamp(dot(e, r), 0, 1);\n" "\n" " FragColor = vec4(ambient_color + \n" " diffuse_color * light_color_4[0].xyz * light_diffuse_power_4[0] * cos_theta[0] +\n" " specular_color * light_color_4[0].xyz * light_specular_power_4[0] * pow(cos_alpha[0], light_specular_shininess_4[0]) +\n" " diffuse_color * light_color_4[1].xyz * light_diffuse_power_4[1] * cos_theta[1] +\n" " specular_color * light_color_4[1].xyz * light_specular_power_4[1] * pow(cos_alpha[1], light_specular_shininess_4[1]) +\n" " diffuse_color * light_color_4[2].xyz * light_diffuse_power_4[2] * cos_theta[2] +\n" " specular_color * light_color_4[2].xyz * light_specular_power_4[2] * pow(cos_alpha[2], light_specular_shininess_4[2]) +\n" " diffuse_color * light_color_4[3].xyz * light_diffuse_power_4[3] * cos_theta[3] +\n" " specular_color * light_color_4[3].xyz * light_specular_power_4[3] * pow(cos_alpha[3], light_specular_shininess_4[3]), 1);\n" "}\n" ; const char * const PhongVertexShader = "#version 330\n" "\n" "in vec3 vertex_position;\n" "in vec3 vertex_normal;\n" "in vec3 vertex_color;\n" "\n" "out vec3 vertex_position_world;\n" "out vec3 vertex_normal_camera;\n" "out vec3 eye_dir_camera;\n" "out mat4 light_dir_camera_4;\n" "out vec3 fragment_color;\n" "\n" "uniform mat4 MVP;\n" "uniform mat4 V;\n" "uniform mat4 M;\n" "uniform mat4 light_position_world_4;\n" "\n" "void main()\n" "{\n" " gl_Position = MVP * vec4(vertex_position, 1);\n" " vertex_position_world = (M * vec4(vertex_position, 1)).xyz;\n" "\n" " vec3 vertex_position_camera = (V * M * vec4(vertex_position, 1)).xyz;\n" " eye_dir_camera = vec3(0, 0, 0) - vertex_position_camera;\n" "\n" " vec4 v = vec4(vertex_position_camera, 1);\n" " light_dir_camera_4 = V * light_position_world_4 - mat4(v, v, v, v);\n" "\n" " vertex_normal_camera = (V * M * vec4(vertex_normal, 0)).xyz;\n" " if (dot(eye_dir_camera, vertex_normal_camera) < 0.0)\n" " vertex_normal_camera = vertex_normal_camera * -1.0;\n" "\n" " fragment_color = vertex_color;\n" "}\n" ; const char * const PickingFragmentShader = "#version 330\n" "\n" "in vec4 fragment_color;\n" "out vec4 FragColor;\n" "\n" "void main()\n" "{\n" " FragColor = fragment_color;\n" "}\n" ; const char * const PickingVertexShader = "#version 330\n" "\n" "in vec3 vertex_position;\n" "in float vertex_index;\n" "uniform mat4 MVP;\n" "\n" "out vec4 fragment_color;\n" "\n" "void main()\n" "{\n" " float r, g, b, a;\n" " gl_Position = MVP * vec4(vertex_position, 1);\n" " r = floor(vertex_index / 16777216.0) / 255.0;\n" " g = mod(floor(vertex_index / 65536.0), 256.0) / 255.0;\n" " b = mod(floor(vertex_index / 256.0), 256.0) / 255.0;\n" " a = mod(vertex_index, 256.0) / 255.0;\n" " fragment_color = vec4(r, g, b, a);\n" "}\n" ; const char * const RGBDImageFragmentShader = "#version 330\n" "\n" "in vec2 UV;\n" "uniform sampler2D image_texture;\n" "\n" "\n" "/* built-in option to ensure RGB and D are handled in the same shader,\n" " which can be used in 2 passes */\n" "#define DEPTH_TEXTURE_MODE 0\n" "#define RGB_TEXTURE_MODE 1\n" "#define GRAYSCALE_TEXTURE_MODE 2\n" "uniform int texture_mode;\n" "\n" "/* Decides the colormap of the depth image */\n" "uniform float depth_max;\n" "out vec4 FragColor;\n" "\n" "float Interpolate(float value, float y0, float x0, float y1, float x1) {\n" " if (value < x0) return y0;\n" " if (value > x1) return y1;\n" " return (value - x0) * (y1 - y0) / (x1 - x0) + y0;\n" "}\n" "\n" "float Jet(float value /* already clamped in [0, 1] */) {\n" " if (value <= -0.75) {\n" " return 0.0;\n" " } else if (value <= -0.25) {\n" " return Interpolate(value, 0.0, -0.75, 1.0, -0.25);\n" " } else if (value <= 0.25) {\n" " return 1.0;\n" " } else if (value <= 0.75) {\n" " return Interpolate(value, 1.0, 0.25, 0.0, 0.75);\n" " } else {\n" " return 0.0;\n" " }\n" "}\n" "\n" "void main() {\n" " if (texture_mode == DEPTH_TEXTURE_MODE) {\n" " float depth = texture(image_texture, UV).r;\n" " depth = clamp(depth, 0, depth_max);\n" " depth = depth / depth_max;\n" " depth = 2 * depth - 1;\n" " FragColor = vec4(Jet(depth - 0.5), Jet(depth), Jet(depth + 0.5), 1);\n" " } else if (texture_mode == RGB_TEXTURE_MODE) {\n" " FragColor = texture(image_texture, UV);\n" " } else if (texture_mode == GRAYSCALE_TEXTURE_MODE) {\n" " float scalar = texture(image_texture, UV).r;\n" " FragColor = vec4(vec3(scalar), 1);\n" " }\n" "}\n" ; const char * const Simple2DFragmentShader = "#version 330\n" "\n" "in vec3 fragment_color;\n" "out vec4 FragColor;\n" "\n" "void main()\n" "{\n" " FragColor = vec4(fragment_color, 1);\n" "}\n" ; const char * const Simple2DVertexShader = "#version 330\n" "\n" "in vec3 vertex_position;\n" "in vec3 vertex_color;\n" "\n" "out vec3 fragment_color;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(vertex_position, 1);\n" " fragment_color = vertex_color;\n" "}\n" ; const char * const SimpleBlackFragmentShader = "#version 330\n" "\n" "out vec4 FragColor;\n" "\n" "void main()\n" "{\n" " FragColor = vec4(0.1, 0.1, 0.1, 1);\n" "}\n" ; const char * const SimpleBlackVertexShader = "#version 330\n" "\n" "in vec3 vertex_position;\n" "uniform mat4 MVP;\n" "\n" "void main()\n" "{\n" " gl_Position = MVP * vec4(vertex_position, 1);\n" "}\n" ; const char * const SimpleFragmentShader = "#version 330\n" "\n" "in vec3 fragment_color;\n" "out vec4 FragColor;\n" "\n" "void main()\n" "{\n" " FragColor = vec4(fragment_color, 1);\n" "}\n" ; const char * const SimpleVertexShader = "#version 330\n" "\n" "in vec3 vertex_position;\n" "in vec3 vertex_color;\n" "uniform mat4 MVP;\n" "\n" "out vec3 fragment_color;\n" "\n" "void main()\n" "{\n" " gl_Position = MVP * vec4(vertex_position, 1);\n" " fragment_color = vertex_color;\n" "}\n" ; const char * const TexturePhongFragmentShader = "#version 330\n" "\n" "in vec3 vertex_position_world;\n" "in vec3 vertex_normal_camera;\n" "in vec3 eye_dir_camera;\n" "in mat4 light_dir_camera_4;\n" "in vec2 fragment_uv;\n" "\n" "uniform mat4 light_color_4;\n" "uniform vec4 light_diffuse_power_4;\n" "uniform vec4 light_specular_power_4;\n" "uniform vec4 light_specular_shininess_4;\n" "uniform vec4 light_ambient;\n" "uniform sampler2D diffuse_texture;\n" "\n" "out vec4 FragColor;\n" "\n" "void main()\n" "{\n" " vec3 diffuse_color = texture(diffuse_texture, fragment_uv).rgb;\n" " vec3 ambient_color = light_ambient.xyz * diffuse_color;\n" " vec3 specular_color = vec3(1.0, 1.0, 1.0);\n" " vec4 cos_theta;\n" " vec4 cos_alpha;\n" " vec3 n, e, l, r;\n" "\n" " n = normalize(vertex_normal_camera);\n" " e = normalize(eye_dir_camera);\n" " l = normalize(light_dir_camera_4[0].xyz);\n" " r = reflect(-l, n);\n" " cos_theta[0] = clamp(dot(n, l), 0, 1);\n" " cos_alpha[0] = clamp(dot(e, r), 0, 1);\n" "\n" " l= normalize(light_dir_camera_4[1].xyz);\n" " r = reflect(-l, n);\n" " cos_theta[1] = clamp(dot(n, l), 0, 1);\n" " cos_alpha[1] = clamp(dot(e, r), 0, 1);\n" "\n" " l= normalize(light_dir_camera_4[2].xyz);\n" " r = reflect(-l, n);\n" " cos_theta[2] = clamp(dot(n, l), 0, 1);\n" " cos_alpha[2] = clamp(dot(e, r), 0, 1);\n" "\n" " l= normalize(light_dir_camera_4[3].xyz);\n" " r = reflect(-l, n);\n" " cos_theta[3] = clamp(dot(n, l), 0, 1);\n" " cos_alpha[3] = clamp(dot(e, r), 0, 1);\n" "\n" " FragColor = vec4(ambient_color + \n" " diffuse_color * light_color_4[0].xyz * light_diffuse_power_4[0] * cos_theta[0] +\n" " specular_color * light_color_4[0].xyz * light_specular_power_4[0] * pow(cos_alpha[0], light_specular_shininess_4[0]) +\n" " diffuse_color * light_color_4[1].xyz * light_diffuse_power_4[1] * cos_theta[1] +\n" " specular_color * light_color_4[1].xyz * light_specular_power_4[1] * pow(cos_alpha[1], light_specular_shininess_4[1]) +\n" " diffuse_color * light_color_4[2].xyz * light_diffuse_power_4[2] * cos_theta[2] +\n" " specular_color * light_color_4[2].xyz * light_specular_power_4[2] * pow(cos_alpha[2], light_specular_shininess_4[2]) +\n" " diffuse_color * light_color_4[3].xyz * light_diffuse_power_4[3] * cos_theta[3] +\n" " specular_color * light_color_4[3].xyz * light_specular_power_4[3] * pow(cos_alpha[3], light_specular_shininess_4[3]), 1);\n" "}\n" ; const char * const TexturePhongVertexShader = "#version 330\n" "\n" "in vec3 vertex_position;\n" "in vec3 vertex_normal;\n" "in vec2 vertex_uv;\n" "\n" "out vec3 vertex_position_world;\n" "out vec3 vertex_normal_camera;\n" "out vec3 eye_dir_camera;\n" "out mat4 light_dir_camera_4;\n" "out vec2 fragment_uv;\n" "\n" "uniform mat4 MVP;\n" "uniform mat4 V;\n" "uniform mat4 M;\n" "uniform mat4 light_position_world_4;\n" "\n" "void main()\n" "{\n" " gl_Position = MVP * vec4(vertex_position, 1);\n" " vertex_position_world = (M * vec4(vertex_position, 1)).xyz;\n" "\n" " vec3 vertex_position_camera = (V * M * vec4(vertex_position, 1)).xyz;\n" " eye_dir_camera = vec3(0, 0, 0) - vertex_position_camera;\n" "\n" " vec4 v = vec4(vertex_position_camera, 1);\n" " light_dir_camera_4 = V * light_position_world_4 - mat4(v, v, v, v);\n" "\n" " vertex_normal_camera = (V * M * vec4(vertex_normal, 0)).xyz;\n" " if (dot(eye_dir_camera, vertex_normal_camera) < 0.0)\n" " vertex_normal_camera = vertex_normal_camera * -1.0;\n" "\n" " fragment_uv = vertex_uv;\n" "}\n" "\n" ; const char * const TextureSimpleFragmentShader = "#version 330\n" "\n" "in vec2 fragment_uv;\n" "out vec4 FragColor;\n" "\n" "uniform sampler2D diffuse_texture;\n" "\n" "void main()\n" "{\n" " FragColor = texture(diffuse_texture, fragment_uv);\n" "}\n" ; const char * const TextureSimpleVertexShader = "#version 330\n" "\n" "in vec3 vertex_position;\n" "in vec2 vertex_uv;\n" "uniform mat4 MVP;\n" "\n" "out vec2 fragment_uv;\n" "\n" "void main()\n" "{\n" " gl_Position = MVP * vec4(vertex_position, 1);\n" " fragment_uv = vertex_uv;\n" "}\n" ; // clang-format on } // namespace open3d::glsl } // namespace open3d::visualization } // namespace open3d