Bulk update nvpro-samples 05/17/21
Changing license from BSD-3 to Apache2
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279 changed files with 7236 additions and 6905 deletions
77
ray_tracing_specialization/shaders/wavefront.glsl
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77
ray_tracing_specialization/shaders/wavefront.glsl
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/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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struct Vertex
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{
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vec3 pos;
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vec3 nrm;
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vec3 color;
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vec2 texCoord;
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};
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struct WaveFrontMaterial
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{
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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vec3 transmittance;
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vec3 emission;
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float shininess;
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float ior; // index of refraction
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float dissolve; // 1 == opaque; 0 == fully transparent
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int illum; // illumination model (see http://www.fileformat.info/format/material/)
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int textureId;
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};
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struct sceneDesc
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{
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int objId;
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int txtOffset;
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mat4 transfo;
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mat4 transfoIT;
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};
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vec3 computeDiffuse(WaveFrontMaterial mat, vec3 lightDir, vec3 normal)
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{
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// Lambertian
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float dotNL = max(dot(normal, lightDir), 0.0);
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vec3 c = mat.diffuse * dotNL;
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if(mat.illum >= 1)
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c += mat.ambient;
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return c;
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}
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vec3 computeSpecular(WaveFrontMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal)
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{
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if(mat.illum < 2)
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return vec3(0);
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// Compute specular only if not in shadow
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const float kPi = 3.14159265;
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const float kShininess = max(mat.shininess, 4.0);
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// Specular
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const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi);
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vec3 V = normalize(-viewDir);
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vec3 R = reflect(-lightDir, normal);
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float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess);
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return vec3(mat.specular * specular);
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}
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